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How to Handle Monster Knowledge Checks
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<blockquote data-quote="Sword of Spirit" data-source="post: 6993004" data-attributes="member: 6677017"><p>I was just quoting you for the good example of the sorts of problems that might come up when the DM has to worry about whether or not their players are regulating their knowledge, and doesn't have to worry about if their characters do regulate that knowledge.</p><p></p><p>The situation I find myself in that seems different than a lot of others is that I <em>do</em> care that the players play their characters with appropriate knowledge, and that in general <em>I am</em> the one who decides what is appropriate knowledge in my setting, but that the characters are willing and able to regulate their character knowledge according to those assumptions for themselves, so there isn't a hassle over it.</p><p></p><p>I really enjoy the more or less default accumulated lore of D&D, and don't like to change it, so the methodology of changing lore so the players don't know the truth doesn't appeal at all to me. At the same time, it breaks my immersion significantly, and reduces the immersive significance of chosen ability scores, skills, and other knowledge granting traits, when monster knowledge is based on what the player knows out of character rather than what the character knows, (it's no different than combat skills or Strength to me), so not having a wall between OOC and IC knowledge doesn't appeal to me either.</p><p></p><p></p><p></p><p>You've mentioned this technique before and I find it an interesting concept. Do you have a play example or something you've written that would illustrate how you do this better? (Not in relation to knowledge, just the general concept.)</p><p></p><p></p><p></p><p>As I a player I like to occasionally find myself in those situations. It's not an unpleasant gotcha for me unless it was pulled off poorly. I generally GM the exact same way I want my GMs to do it. This might not be exactly the same as how particular players would like it, but then again I'm an introvert who enjoys spending my recreation time with people as similar to myself as possible, so I'm not concerned so much about appealing to everyone.</p><p></p><p>On the other hand, some of the telegraphing you're talking about is proper descriptive framework. But if there is no way to tell from looking at it that a mezzoloth is immune to acid, and no player has an appropriate skill, language, race, proficiency, backstory, etc, that would allow them to know that, then I'll let players waste their acid attacks on it until they figure it out. It provides a greater sense of player agency for me, and a greater sense of accomplishment and acquired power (knowledge is power) when they finally learn what they did wrong and don't do it in the future.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6993004, member: 6677017"] I was just quoting you for the good example of the sorts of problems that might come up when the DM has to worry about whether or not their players are regulating their knowledge, and doesn't have to worry about if their characters do regulate that knowledge. The situation I find myself in that seems different than a lot of others is that I [I]do[/I] care that the players play their characters with appropriate knowledge, and that in general [I]I am[/I] the one who decides what is appropriate knowledge in my setting, but that the characters are willing and able to regulate their character knowledge according to those assumptions for themselves, so there isn't a hassle over it. I really enjoy the more or less default accumulated lore of D&D, and don't like to change it, so the methodology of changing lore so the players don't know the truth doesn't appeal at all to me. At the same time, it breaks my immersion significantly, and reduces the immersive significance of chosen ability scores, skills, and other knowledge granting traits, when monster knowledge is based on what the player knows out of character rather than what the character knows, (it's no different than combat skills or Strength to me), so not having a wall between OOC and IC knowledge doesn't appeal to me either. You've mentioned this technique before and I find it an interesting concept. Do you have a play example or something you've written that would illustrate how you do this better? (Not in relation to knowledge, just the general concept.) As I a player I like to occasionally find myself in those situations. It's not an unpleasant gotcha for me unless it was pulled off poorly. I generally GM the exact same way I want my GMs to do it. This might not be exactly the same as how particular players would like it, but then again I'm an introvert who enjoys spending my recreation time with people as similar to myself as possible, so I'm not concerned so much about appealing to everyone. On the other hand, some of the telegraphing you're talking about is proper descriptive framework. But if there is no way to tell from looking at it that a mezzoloth is immune to acid, and no player has an appropriate skill, language, race, proficiency, backstory, etc, that would allow them to know that, then I'll let players waste their acid attacks on it until they figure it out. It provides a greater sense of player agency for me, and a greater sense of accomplishment and acquired power (knowledge is power) when they finally learn what they did wrong and don't do it in the future. [/QUOTE]
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