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<blockquote data-quote="Staffan" data-source="post: 9382378" data-attributes="member: 907"><p>I see where you're coming from, but you probably want to use another example than Athletics. Athletics already mostly works the way you want it to. Climb and Swim have simple DCs set based on circumstances (e.g. climbing a rope or a tree is Trained, and climbing a wall with some hand- and footholds is Expert). Pass, and you get to move a certain distance, more on a crit. Same with Long Jump and High Jump.</p><p></p><p>Maybe, but that's what rarity is for. If I were in charge, I'd make Recall Knowledge based on simple DCs along these lines:</p><p><strong>Untrained </strong>very common creatures</p><p><strong>Trained</strong> common creatures</p><p><strong>Expert</strong> uncommon creatures</p><p><strong>Master</strong> rare creatures</p><p><strong>Legendary</strong> creatures that are inherently unique.</p><p></p><p>For variants on creatures, add +2 DC for a "normal" variant and +5 for a more specific variant – but a roll against the baseline DC will still get you the basic information. For example, goblins are very common, so a regular goblin warrior would have a DC of 10. Goblin commando, goblin pyro, and goblin war chanter would fall under the +2 DC for variants, but a DC 10 check would still ID them as goblins.</p><p></p><p>Inherently Unique would be a qualifier for creatures that are truly one-of-a-kind, like the Tarrasque or Cerberus. You also have NPCs that are technically unique but are really just individual versions of a "normal" creature. In that case, just use the same rules as for variants or base the DC on notoriety. Some creatures might have different "social" and "combat" DCs as well – recognizing the Queen of Korvosa should be pretty easy, but knowing about any magic powers she has might not be.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9382378, member: 907"] I see where you're coming from, but you probably want to use another example than Athletics. Athletics already mostly works the way you want it to. Climb and Swim have simple DCs set based on circumstances (e.g. climbing a rope or a tree is Trained, and climbing a wall with some hand- and footholds is Expert). Pass, and you get to move a certain distance, more on a crit. Same with Long Jump and High Jump. Maybe, but that's what rarity is for. If I were in charge, I'd make Recall Knowledge based on simple DCs along these lines: [B]Untrained [/B]very common creatures [B]Trained[/B] common creatures [B]Expert[/B] uncommon creatures [B]Master[/B] rare creatures [B]Legendary[/B] creatures that are inherently unique. For variants on creatures, add +2 DC for a "normal" variant and +5 for a more specific variant – but a roll against the baseline DC will still get you the basic information. For example, goblins are very common, so a regular goblin warrior would have a DC of 10. Goblin commando, goblin pyro, and goblin war chanter would fall under the +2 DC for variants, but a DC 10 check would still ID them as goblins. Inherently Unique would be a qualifier for creatures that are truly one-of-a-kind, like the Tarrasque or Cerberus. You also have NPCs that are technically unique but are really just individual versions of a "normal" creature. In that case, just use the same rules as for variants or base the DC on notoriety. Some creatures might have different "social" and "combat" DCs as well – recognizing the Queen of Korvosa should be pretty easy, but knowing about any magic powers she has might not be. [/QUOTE]
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