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D&D 3E/3.5 Knowledge Skills and the Monster Manual: 3.5 & 4E

Noumenon

First Post
The SRD for 3.5 just says "A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information." The 4th Edition Monster Manual makes this a much more defined part of the game, with every entry including a list of "Lizardfolk Lore": on a 15, you know a few paragraphs that boil down to "lizardfolk are traders who live in swamps," on a DC 20 you know about their tribal structure, and so on.

I want to pick the good elements of both systems. I would like to have defined results for a good Knowledge check in 3.5 (some DMs in 3.5 would let a good roll tell you everything in the MM entry for that monster, and sometimes the individual's name). I would like to have more informative results than the 4E entries, which are really more fluff for the reader than anything you'd want to roll to see. I am tired of my 20-year-veteran D&D players asking me "Does my character know that werewolves fear silver?"

Here's what I'm thinking for 3.5. There are six knowledge skills that cover monster types: Arcana, Dungeoneering, Local (for humanoids), Nature, Religion, and the Planes. I'll set the DC at 10 + CR (the SRD says 10 + HD, but HD go up too fast). Here's what you learn:

DC 15: Identify the monster by name and behavior
DC 20: Know the monster's vulnerabilities and defenses
DC 25: Know the monster's spell-like abilities, skills, and special attacks.

I don't know if you should be able to figure out AC or hit points. If you fail a check versus an advanced monster that you would have passed against a regular monster, you should learn that so you can tell when you're outclassed.

There are two game balance issues I don't know about. One is class balance: this makes bards and wizards better and barbarians worse. Doesn't matter much since the info is shared among the party. The other is creature type bias: won't the paladin's knowledge of undead prove a lot more useful than the ranger's knowledge of oozes?

I'm also worried that this will sound like "The DM tells you how to beat it," but Final Fantasy does that explicitly and it works out fine. Still, is part of the challenge of D&D supposed to be trying approach after approach till you find out what hits this monster? Seems boring in out-of-game terms since everybody has to fake that they think slashing weapons might work this time.
 

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You could allow generic folk knowledge to also be available to the characters. Like silver weapons against werewolfs, holy symbols against vampires, etc.

Also, to keep in-game and out of game knowledge seperate, how about letting the group keep track of which creatures they alread fought, and what they found to be working against them (either from knowledge checks or from experience)
 

Later books seemed to start printing tables like you mentioned 4E has saying exactly what each 5 point increment adds to your knowledge, you could use that as a guide. Making DC 10 + HD/CR should tell you more than just the name and creature type, IMHO. Without metagaming that's kinda pointless. "That's a megaraptor." "What do they do?" "...I don't know. I just remember that's what they're called..."

Also, I do it by HD, but for advanced creatures, like dragons of different age categories, elementals, etc... I use the lowest HD creature to measure what you know of the things all x creatures have in common. For a red dragon, you could learn about the fire immunity, fire breath, alignment, etc.. based on wyrmling HD. Rolling high enough against the actual creature you're facing's Hd would tell you his age category, an idea of how potent his breath weapon is, if he has SR, etc... The things his youngest relative just doesn't have.

I also generally just let people look at the statblock if they beat the DC by 25+.
 

You could allow generic folk knowledge to also be available to the characters. Like silver weapons against werewolfs, holy symbols against vampires, etc.

I am not running a true "points of light" setting; there is enough commerce and culture that I have trouble deciding exactly what is common knowledge. I mean, in our world, everyone knows gasoline is flammable and not to throw water on it -- especially firefighters. In a world with vampires, where people know magic exists, garlic should be common knowledge. Yet I know if you take that logic too far the whole premise of D&D's world can break down. So are oozes common knowledge the same way stinging jellyfish are today? I can't tell.

how about letting the group keep track of which creatures they alread fought, and what they found to be working against them

When you run modules, it's very rare to ever fight the same creature twice. I have run about seven of them now and the only creatures I've ever reused were shadows, skeletons, and manticores.

Making DC 10 + HD/CR should tell you more than just the name and creature type, IMHO. Without metagaming that's kinda pointless. "That's a megaraptor." "What do they do?" "...I don't know. I just remember that's what they're called..."

It's not much use, but it only takes a 5 on a d20 versus a CR-appropriate opponent. I think I want the players to know the monsters' names. It takes away the mystery, but it lets them refer to "those dretches we fought" instead of having to talk around it. I hate when I play having to describe "we fought these hairy tentacled things, they ate garbage..." instead of just saying "otyughs."

Also, creature type is somewhat useful information. Lets you know when you can use Speak with Animals, Turn Undead, et cetera.
 


My first post didn't make sense: it said "10 + CR," but it gave flat DCs. And I think they were too low. Here's the new table:

• DC (CR + 15): Identify the monster by name and creature type
• DC (CR + 20): Know the monster's vulnerabilities and defenses. Identify a monster that’s only disguised as a member of that kind.
• DC (CR + 25): Know the monster's spell-like abilities, skills, and special attacks.

Familiarity can get you +2 on the check, favored enemy status gets you +4 (a nice little boost for rangers there).
 

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