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General Tabletop Discussion
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How to keep "recall lore" checks from ruining monster mystique?
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<blockquote data-quote="DammitVictor" data-source="post: 8197840" data-attributes="member: 6750908"><p>Mechanically, I understand this kneecaps the value of lore skills... but generally speaking if there's <em>more than a handful</em> of this type of monster in multiple locations around the world, then anyone with a background (or Background) in operating where the monsters live is going to know pretty much everything a "lore check" would tell them. Adventurers who ask non-hostile locals what kind of threats are around the area are going to get this information for free-- the locals will be <em>eager</em> to tell them.</p><p></p><p>This is... a pet peeve on par with hardened soldiers in heavy armor being practically helpless against the <em>grease</em> spell because 2 skill points per level isn't enough to let them take Balance: it's the kind of thing that only makes sense when you view the game world <em>strictly</em> as the interaction of game objects as defined by the rules.</p><p></p><p>If the monster "isn't from around here", or is a one-of-a-kind monster, then lore checks might be called for.</p><p></p><p>If you want to preserve the mechanical utility of the various lore skills I would suggest-- and a friend only just suggested it to me-- that those lore skills provide interaction/exploration pillar information, like "trolls venerate the demon lord juiblex, and consider people/animals visibly infected with green slime to be sacred" or "rendering the fat from a troll's body produces fumes that make ghosts and other spirits irritable and combative".</p></blockquote><p></p>
[QUOTE="DammitVictor, post: 8197840, member: 6750908"] Mechanically, I understand this kneecaps the value of lore skills... but generally speaking if there's [I]more than a handful[/I] of this type of monster in multiple locations around the world, then anyone with a background (or Background) in operating where the monsters live is going to know pretty much everything a "lore check" would tell them. Adventurers who ask non-hostile locals what kind of threats are around the area are going to get this information for free-- the locals will be [I]eager[/I] to tell them. This is... a pet peeve on par with hardened soldiers in heavy armor being practically helpless against the [I]grease[/I] spell because 2 skill points per level isn't enough to let them take Balance: it's the kind of thing that only makes sense when you view the game world [I]strictly[/I] as the interaction of game objects as defined by the rules. If the monster "isn't from around here", or is a one-of-a-kind monster, then lore checks might be called for. If you want to preserve the mechanical utility of the various lore skills I would suggest-- and a friend only just suggested it to me-- that those lore skills provide interaction/exploration pillar information, like "trolls venerate the demon lord juiblex, and consider people/animals visibly infected with green slime to be sacred" or "rendering the fat from a troll's body produces fumes that make ghosts and other spirits irritable and combative". [/QUOTE]
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How to keep "recall lore" checks from ruining monster mystique?
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