Son of the Serpent
Pupil
I agree with this.I was demonstrating what I might do... and since there is already an ability to help, well the extra knowledge seems a bigger boon.
I agree with this.I was demonstrating what I might do... and since there is already an ability to help, well the extra knowledge seems a bigger boon.
This is sort of related, but maybe someone can help me with the ruling. When running ToA the players had access to Volo's Guide. Fine and well, but the only time they referred to the monsters was IN combat. So obviously no one is pulling the book out of the backpack and thumbing through to the jaculi entry and reading up on them in six seconds, but that's basically what it amounted to. I guess you could say that during downtime every hero read the book forwards and backwards, and I should have asked for an INT check to recall information rather than just letting them know. That was my fault. There's also the question of, does it take an action or not in six seconds to jog your memory about hundreds of details from a strange book you read a week ago? Or months?
How did other people hand Volo's Guide when the players could access it?
Boy do I disagree. It’s a bear. I don’t make someone spend and action to make a knowledge check that it’s a bear. I don’t make someone spend an action to make a knowledge arcana check that red dragons breathe fire. Knowledge checks are a non-action. Do I make a player make an knowledge religion check to know holy water hurts undead. Do I make them spend an action to know fire elementals are vulnerable to cold or trolls regenerate. No. I tell them to make the check as a non action. They are spending a skill slot to know these things. If they ask let them make the appropriate check as a non-action.Because some of don't play D&D combat as a deliberative, slow-motion meta-game. Each round is 6 seconds. Most combat takes place in darkened caverns, amidst shrieks, yowls, and the clangour of battle. There is not the time or the clarity to coolly assess what exactly you're fighting, cross-reference that with your knowledge of flora and fauna, and then communicate that to your companions in the midst of a wild melee.
Want to use your memory from books and lore to identify the creatures shuffling around a camp that you're spying on? Sure. Want to use your memory of books and lore to identify the tentacled horror that grabbed your shrieking companion from a pit in flickering torchlight 4 seconds ago? Not possible.
For a historical analogue of how a pre-Enlightenment medieval society regards monsters, look at 15th century drawings of sea creatures. Even the educated people of the era imagined all sorts of fantastical and garbled nonsense. The depths of the seas and jungles were terrifying and unknown. So are the wilderness, ruins, and dungeons of my D&D worlds.
Although this isn't my current campaign style, you've convinced me that it is a well-thought-out choice for your campaign world. Sounds like fun, too.
I tend to have a mix. There's a large array of well-known species that most PCs will automatically know about. Then there are rarer things whose specifics are known only to scholars (requiring appropriate knowledge checks with penalties or bonuses depending on rarity and circumstances). Finally, there are unique or unknown things that basically nobody knows anything about.
I'm not disagreeing with you, but those skills haven't always existed in the game (much like social skills haven't always existed in the game). For someone who really enjoyed playing the older editions, they might not want something that they see as a core element of gameplay to be replaced by some newfangled mechanic.The numbers on the sheet effect how much knowledge a particular character has. Wizards typically are schooled. They literally ought to have more knowledge. This is represented by those numbers on that sheet. It is literally a resource for allowing a player power to effect the game world in the same way as the fighter's muscle increases his efficacy elsewise.
Well. I would play exactly opposite of you. But I basically agree with you. It’s not written exactly how to use the skills.I'm not disagreeing with you, but those skills haven't always existed in the game (much like social skills haven't always existed in the game). For someone who really enjoyed playing the older editions, they might not want something that they see as a core element of gameplay to be replaced by some newfangled mechanic.
And in any case, it isn't obvious how those skills are supposed to work, now that they exist. You could argue that you should be able to recall lore in the middle of combat, to help exploit the monster's weakness, but that's just one interpretation. The book doesn't literally say that you can do that, or give any examples. Someone else could argue that the skills are meant to be used on a captive specimen, in a well-lit area, and combat is obviously too chaotic for you to figure out what you're looking at. The rules give zero guidance on the matter.
Hmmm nope indeed it doesn't because well skills are basically YOLO let the DM decide. I find that unsatisfying at so many levels.The book doesn't literally say that you can do that, or give any examples.