Monster Knowledge Checks?

Mercy

First Post
I’m thinking of making Monster Knowledge business cards for my game and I need some advice. Maybe some examples on how they should work would be helpful.

Example 1) Harpy (MM 154)

DC 15 – Arcana (name, type, and keywords) – Would be: Name = Harpy; Type = Controller (?) and Fey Humanoid; Keywords = Charm and Thunder

DC 20 – Arcana (powers) – Would be: Powers = Alluring Song and Deadly Screech

DC 25 – Arcana (resistances and vulnerabilities) – Would be: Resistances = Thunder; Vulnerabilities = None

Example 2) Troglodyte Warrior (MM 252)

DC 15 – Nature (name, type, and keywords) – Would be: Name = Troglodyte Warrior; Type = Minion (?) and Natural Humanoid (reptile); Keywords = Stench (?)

DC 20 – Nature (powers) – Would be: Powers = Stench (?)

DC 25 – Nature (resistances and vulnerabilities) – Would be: Resistances = None; Vulnerabilities = None

Example 3) Troglodyte Curse Chanter (MM 252)

DC 15 – Nature (name, type, and keywords) – Would be: Name = Troglodyte Curse Chanter; Type = Controller (Leader) (?) and Natural Humanoid (reptile); Keywords = Stench (?), Poison, Necrotic, Healing

DC 20 – Nature (powers) – Would be: Powers = Stench (?) Poison Ray, Cavern Curse, Tunnel Grace, Chant of Renewal

DC 25 – Nature (resistances and vulnerabilities) – Would be: Resistances = None; Vulnerabilities = None

The things I have (?) behind are stuff I’m not sure about, but I could be off on the other stuff also. What are your thoughts on what information should be given?
 

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You go significantly beyond the MM-described monster knowledge. Not that that's a bad idea, the MM stuff is mostly bland and completely misses anything crunch-related (like, you know, lycanthropes being vulnerable to silver or whatnot.)

I think that you're on the right track; but I wouldn't interpret the lists so rigidly. Why always DC+5 for powers and DC +10 for resists/vulnerabilities?

Sometimes the powers are sneaky, uncommon things, and the resistances may be common knowledge. I'd spread around the crunch knowledge more randomly. For particularly obvious information, DC+0 (say, lycanthropes can be hurt by silver weapons and can change shape). For more details DC+5 (lycanthropes aren't invulnerable to other weapons, but they'll shrug off normal wounds easily, and though lycanthropes don't transmit lycanthropy easily, they do transmit other nasty diseases), DC+10 (something specific filth fever or moon frenzy, or something about tactics).

I'd prefer a common/more detail/esoteric approach, not necessarily a fluff/powers/resists+vulnerabilities approach.

But your question's a good one.

How do other groups deal with monster knowledge checks? What does the DM reveal at which DC?
 

I usually try to convey the information in a less technical manner.

DC 15 – Arcana (name, type, and keywords) – Would be: Name = Harpy; Type = Controller (?) and Fey Humanoid; Keywords = Charm and Thunder

Keywords in this case are probably the ones after the creature type. Like (blind), (construct), (fire). The Harpy has none of those.

So: That's a Harpy. A fey creature.

DC 20 – Arcana (powers) – Would be: Powers = Alluring Song and Deadly Screech

I don't think that the power names are in any way relevant. Better describe what the power does in broad strokes.

The Harpy's voice is dangerous. She can use it to lure creatures in the vicinity towards her with a song, and daze them with screams.

DC 25 – Arcana (resistances and vulnerabilities) – Would be: Resistances = Thunder; Vulnerabilities = None

Exactly.

The harpy vulgaris is resistant to sound.
(That character rolled 25, we can get scientific here. ;))



Why always DC+5 for powers and DC +10 for resists/vulnerabilities?

Because that's what the rules about Monster Knowledge in the PHB say. :)
 

You go significantly beyond the MM-described monster knowledge. Not that that's a bad idea, the MM stuff is mostly bland and completely misses anything crunch-related (like, you know, lycanthropes being vulnerable to silver or whatnot.)

I think that you're on the right track; but I wouldn't interpret the lists so rigidly. Why always DC+5 for powers and DC +10 for resists/vulnerabilities?

The MM fluff-knowledge check is entirely separate from the crunchy Monster Knowledge check, which is described on page 180 of the PHB, and is indeed laid out exactly that rigidly.
 

The MM fluff-knowledge check is entirely separate from the crunchy Monster Knowledge check, which is described on page 180 of the PHB, and is indeed laid out exactly that rigidly.
Thanks - I missed those two table rows (whoops); and simply read the bit about higher results giving more information about powers and vulnerabilities.

Still, I'd mix things up a little if you have the time to think and improvise. No need to be overly rigid in actual gameplay.
 

I usually try to convey the information in a less technical manner.

Thanks for the reply, that's what I was looking for. I agree the less technical the better, but I wanted to make sure I knew what to include, before fluffing it up.
 

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