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Community
General Tabletop Discussion
*TTRPGs General
Which monsters are common knowledge to PCs?
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<blockquote data-quote="clark411" data-source="post: 499600" data-attributes="member: 4768"><p>I'd consider it in some respects to be a variation of Knowledge (Local). I like the idea of each character having a Knowledge (Local) skill for the town of their childhood / pre-adventuring days.</p><p></p><p>If a village is pestered by Grig raiding parties that constantly steal eggs from the farmers, then that village will have a particularly high knowledge of the little Grig buggers. Similarly any frontier settlement on the edge of orcan tribal lands will have knowledge of them. As others have said, the doozies that are most interesting and best for stories (Dragons, Vampires, Werewolves) should be known of in part in every locality.</p><p></p><p>If you figure who knows what based on where, then the how much of the what known can be determined by set DC's. If interactions with Grigs are something an area experiences almost daily, then the DC should be low and the information fairly accurate. If the knowledge is based on local oral histories decades or centuries old, then the DC should be higher and the information hazy. </p><p></p><p>A setup for this then looks like:</p><p>Town of Redensholm: Grig Knowledge DC 10, Dragon 10, Nymm DC 18, Unique Monster in Area 25.</p><p></p><p>This system is favorable because it keeps players from becoming seemingly bottomless repositories of information without any logical reason for such being the case (I say this as a person who plays a wizard with points in every Knowledge available in our campaign). Instead of players simply spinning through their rolodex memories for information on Slaad, they have to either have a history with them or make an effort to acquaint themselves with those who do, which leads to lovely plot hooks. Chicken Farmer Mcgoo will gladly tell you everything you want to know about Grigs- the mayor of Redensholm may reluctantly give tell about the Nymm found in the woods at night.</p></blockquote><p></p>
[QUOTE="clark411, post: 499600, member: 4768"] I'd consider it in some respects to be a variation of Knowledge (Local). I like the idea of each character having a Knowledge (Local) skill for the town of their childhood / pre-adventuring days. If a village is pestered by Grig raiding parties that constantly steal eggs from the farmers, then that village will have a particularly high knowledge of the little Grig buggers. Similarly any frontier settlement on the edge of orcan tribal lands will have knowledge of them. As others have said, the doozies that are most interesting and best for stories (Dragons, Vampires, Werewolves) should be known of in part in every locality. If you figure who knows what based on where, then the how much of the what known can be determined by set DC's. If interactions with Grigs are something an area experiences almost daily, then the DC should be low and the information fairly accurate. If the knowledge is based on local oral histories decades or centuries old, then the DC should be higher and the information hazy. A setup for this then looks like: Town of Redensholm: Grig Knowledge DC 10, Dragon 10, Nymm DC 18, Unique Monster in Area 25. This system is favorable because it keeps players from becoming seemingly bottomless repositories of information without any logical reason for such being the case (I say this as a person who plays a wizard with points in every Knowledge available in our campaign). Instead of players simply spinning through their rolodex memories for information on Slaad, they have to either have a history with them or make an effort to acquaint themselves with those who do, which leads to lovely plot hooks. Chicken Farmer Mcgoo will gladly tell you everything you want to know about Grigs- the mayor of Redensholm may reluctantly give tell about the Nymm found in the woods at night. [/QUOTE]
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Which monsters are common knowledge to PCs?
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