Know When to Make the Check

Monster knowledge checks…make them.

Well, that was a short article. I suppose it might be helpful if I explained what the heck I’m talking about. It occurred to me that there are very specific rules for players to help them figure out what they know and what they don’t know about monsters. This solves the long standing problem of the following scenario:

Player: “The troll is down? Awesome, burn it.”

DM: “Why would you do that?”

Player: “Everyone knows that you have to burn a troll.”

DM: “Well you’ve never encountered a troll before, you don’t know that.”

Player: “Well then how the heck are we going to ever beat the thing?”

Having a monster knowledge check system in D&D means that you don’t have to have the debate. It can be a simple matter of make a skill check and the DM will tell you exactly how much you do and don’t know about the monster. Done. No discussion, no debate, problem solved.

That said, I have it on some authority that many of you out there aren’t making monster knowledge checks. Why wouldn’t you want to know what attacks, resistances, vulnerabilities, and keywords that a creature has. It’s going to make your chances of survival better, in some cases MUCH better. You know what attacks to use, what not to use, what resistances to set up, even which tactics to use. If a creature has a lot of blasts or bursts then don’t group together close. If not then feel free to rush in together. It makes perfect sense in a game mechanics level that one would make a monster knowledge check at the start of every single combat for every monster on the field.

Of course, that’s also a great way to ruin the game. There’s no surprise, it all becomes very mechanical and mathematic and the combat loses a lot of it’s flavor, descriptions start to feel pointless. It can break the suspension of disbelief and discourage a person from using their imagination. I would rather hear about how “The savage creature leaps upon Vert, tear into him with it’s claws and leaving him bleeding on his back.” If I’ve made the check all I’m hearing is “Charge attack at +14 vs Fort for 2d6+4 damage and target is prone”. One of these is much more evocative than the other.

So what’s a person to do to keep their game full of awesome but not lose the tactical advantage that the game assumes when it has rules of this sort?

My first suggestion is for DMs and it’s a bit of a house rule, but I think it’s worth considering and can be applied on the fly. That is, adjust the check DCs. Use the normal rules as a baseline for the DCs but if a creature is rare in your game world add a +5 to those DCs and if it’s unique add a +10. Why should the PCs have an equal chance of knowing about an orc, of which there are countless hordes of on the world, as they would an otyugh, of which there might be 500 on the entire planet? And even more so if it’s Glargak the Dragon of Arcane Fire? They may have heard stories about Glargak, however, being unique means that such a being might have stories, legends, and the like told about them and some of that information might be useful.

Second, I would say that despite what the rules may say I would make taking a monster knowledge check take some time in the battle. I know it doesn’t always make a ton of sense. If you know it you know it, if you don’t you don’t and it doesn’t take time to figure these things out. However, I’m a teacher by day and I see students sit and stare at a single test question for 5 minute. So taking a fraction of a 6 second round of D&D to have to search your memory about what you know about a monster and then share that information in a way that makes sense to your party…well, I think you can justify a standard action for the roll, or at least a move action. If the players have to make a choice between doing a monster knowledge check or taking a move or making an attack then they’re going to do it when it matters. Research before a big fight can make a big difference in this regard as well.

My last suggestion is for players. Even if your DM doesn’t make you give up an action in the fight to make a check, think carefully if you want to go there in your game or not. If it’s a big battle that’s already dynamic and interesting and the climax of the story then go for the check. You might need it to survive. If it seems like it’s going to be a quick and easy battle then don’t bother taking the time. Reserve the monster knowledge checks for the fights that are really going to matter.

So to summarize, if you’re not using monster knowledge checks USE THEM. But don’t go too far and allow them to seep the imagination out of your fights. And DMs, make sure they matter and feel free to differentiate between the monsters. The rules are a great guideline, but go beyond that and make it make sense for your world, your game, and your story.

How do you handle monster knowledge checks? Do your players use them too little? Too much? Is it a problem for your game that you’ve even considered? What other ways could a person resolve monster knowledge checks? And what the heck is the difference between a monster knowledge check and a monster lore check (which I didn’t even talk about…maybe that will be for another article)?

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About the Author

Jeff Greiner has hacked his way through 2nd edition in his youth. Became a paragon of virtue in 3e. Found a home in 3.5 and is permanently vacationing in 4e. He produces the longest running unofficial D&D podcast, The Tome Show, and recently decided save the day for the D&D player by forming together a team of superheroes, Justice League style, to form Temporary Hit Points.