PhoenixPhyre
2020-11-18, 12:05 PM
Tasha's gives guidance on knowing what monsters want. And I don't like it for two reasons:
* Tying the DC to CR causes Bear Lore problems. And reifies a game-level construct to world knowledge (:smallyuk:)
* Fixing the specific skills allowed by creature type is neither flexible nor accurate.
So here's (basically) how I run this issue. The intent here is to give a really quick way of determining DCs and what kind of check to ask for, while spreading the wealth and making in-universe sense.
---------------
There are two types of information you can try to gain about a creature. The first is species-generic information. This is what you'd know about trolls, generally. There may be individual exceptions to this knowledge, but it covers the basics across the creature species. The second is individual information. Stuff about this particular specimen. The first can be learned from books; the second is more often learned from watching a particular person (although famous people/creatures may have written information about them as well).
Different types of checks (different proficiencies, mainly) give different information:
Check
Individual
Information
Intelligence (Arcana)
Collective (mostly)
Supernatural abilities, non-mundane origins, magical vulnerabilities/resistances
Intelligence (History)
Both
Specific individual characteristics, actions in the past, legendary capabilities/habits (especially for intelligent creatures). Things that might get written down in history/story books.
Intelligence (Nature)
Collective
Physiology, habitat, normal behavior patterns (especially for non-intelligent creatures), diet, physical vulnerabilities/resistances, poison/venom
Intelligence (Religion)
Collective
Relationship to gods (etc), worship status, omens, legendary capabilities/habits (especially for outer-planes beings)
Intelligence (Investigation)
Individual (Collective with enough instances)
Capabilities that can be directly observed or reasoned from observation or traces
Wisdom (Survival) (observing tracks/traces) / Wisdom (Medicine) (direct observation)
Individual
Injuries/weak spots
Wisdom (Animal Handling)
Individual
Attitudes and intent (non-intelligent)
Wisdom (Insight)
Individual
Attitudes and intent (intelligent)
Setting DCs:
Group creatures into 4 categories:
- Common (to a region). Don't bother setting a DC here for generic information. Only individual information requires a roll, and that should be pretty easy since everyone knows what to look for.
- Uncommon (to a region). DC 5 for very basic generic information, more information at 10/15/20. Individual information at DC 10+
- Legendary (in a region). DC 10 for very basic generic information, more information at 15/20/25. Failure brings false information. Individual information at DC 15+.
- Unknown (in a region). No generic information available. Individual information at DC 15+
Very basic information is things like "yes, that dragon who lives in a volcano probably is fine with fire" or "that corpse that just got up and started walking around moaning about brains probably is undead". So hitting the higher DCs gives better information.
I count "uncommon" as being things that the commoners wouldn't likely have seen themselves, but would have heard stories from people they know individually (so second-hand but not much more). Most basic undead, trolls, ogres, griffons, etc would be here.
Legendary are things that really only are known through stories. Here you can get false information, and gleaning out what's actually meaningful is more difficult.
Unknown things would be like creatures that were just created recently and no one's ever seen. You can't find information about them in books or stories, but only from individual observation. And if you're not sure what to look for, it's kinda hard.
* Tying the DC to CR causes Bear Lore problems. And reifies a game-level construct to world knowledge (:smallyuk:)
* Fixing the specific skills allowed by creature type is neither flexible nor accurate.
So here's (basically) how I run this issue. The intent here is to give a really quick way of determining DCs and what kind of check to ask for, while spreading the wealth and making in-universe sense.
---------------
There are two types of information you can try to gain about a creature. The first is species-generic information. This is what you'd know about trolls, generally. There may be individual exceptions to this knowledge, but it covers the basics across the creature species. The second is individual information. Stuff about this particular specimen. The first can be learned from books; the second is more often learned from watching a particular person (although famous people/creatures may have written information about them as well).
Different types of checks (different proficiencies, mainly) give different information:
Check
Individual
Information
Intelligence (Arcana)
Collective (mostly)
Supernatural abilities, non-mundane origins, magical vulnerabilities/resistances
Intelligence (History)
Both
Specific individual characteristics, actions in the past, legendary capabilities/habits (especially for intelligent creatures). Things that might get written down in history/story books.
Intelligence (Nature)
Collective
Physiology, habitat, normal behavior patterns (especially for non-intelligent creatures), diet, physical vulnerabilities/resistances, poison/venom
Intelligence (Religion)
Collective
Relationship to gods (etc), worship status, omens, legendary capabilities/habits (especially for outer-planes beings)
Intelligence (Investigation)
Individual (Collective with enough instances)
Capabilities that can be directly observed or reasoned from observation or traces
Wisdom (Survival) (observing tracks/traces) / Wisdom (Medicine) (direct observation)
Individual
Injuries/weak spots
Wisdom (Animal Handling)
Individual
Attitudes and intent (non-intelligent)
Wisdom (Insight)
Individual
Attitudes and intent (intelligent)
Setting DCs:
Group creatures into 4 categories:
- Common (to a region). Don't bother setting a DC here for generic information. Only individual information requires a roll, and that should be pretty easy since everyone knows what to look for.
- Uncommon (to a region). DC 5 for very basic generic information, more information at 10/15/20. Individual information at DC 10+
- Legendary (in a region). DC 10 for very basic generic information, more information at 15/20/25. Failure brings false information. Individual information at DC 15+.
- Unknown (in a region). No generic information available. Individual information at DC 15+
Very basic information is things like "yes, that dragon who lives in a volcano probably is fine with fire" or "that corpse that just got up and started walking around moaning about brains probably is undead". So hitting the higher DCs gives better information.
I count "uncommon" as being things that the commoners wouldn't likely have seen themselves, but would have heard stories from people they know individually (so second-hand but not much more). Most basic undead, trolls, ogres, griffons, etc would be here.
Legendary are things that really only are known through stories. Here you can get false information, and gleaning out what's actually meaningful is more difficult.
Unknown things would be like creatures that were just created recently and no one's ever seen. You can't find information about them in books or stories, but only from individual observation. And if you're not sure what to look for, it's kinda hard.