Now that
we’ve properly identified all of the elements in our new monster lore system,
it’s time to write it up into official rules language.
KNOWLEDGE (Int ; Trained
Only [see below])
You are educated in a field of study and can answer both simple
and complex questions. Like the Craft, Perform, and Profession skills,
Knowledge actually encompasses a number of different specialties. Below are
listed typical fields of study.
• Arcana (ancient mysteries, magic traditions, arcane symbols, monster
lore)
• Dungeoneering (caverns, spelunking, monster lore)
• Engineering (buildings, aqueducts, bridges, fortifications)
•
Geography (lands, terrain, climate, people, nations)
•
History (wars, colonies, migrations, founding of cities)
•
Humanoids (Alignment, culture, organization, rivalries, society, monster lore)
• Local
(Legends, personalities, inhabitants, laws, customs, traditions,
establishments, history, monster lore. You must select a specific
location (such as a city, a small group of nearby villages, or a distinct
region of wilderness) that your knowledge applies to. For example,
Knowledge (local: Korvosa) would be appropriate, but Knowledge (local: Varisia)
would not.)
•
Nature (seasons and cycles, weather, monster lore)
•
Nobility (lineages, heraldry, personalities, royalty)
•
Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal
Plane, planar magic, monster lore)
•
Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy
symbols, monster lore)
Check: Answering a question
within your field of study has a DC of 10 (for really easy questions), 15 (for
basic questions), or 20 to 30 (for really tough questions).
You
can use this skill to identify monsters and their special powers or
vulnerabilities. In general, the DC is determined by the GM, based on a variety
of factors. A successful check allows you to successfully identify that
monster. For every 5 points by which your check result exceeds the DC, you recall
a piece of useful information, such as its offensive, defensive or special
abilities.
Action: Usually none. When
trying to identify a creature with a Knowledge check, the check is a free
action. The player must choose which
Knowledge skill they will use to make the check, and only one check per round
can be made.
Try Again: No. The check
represents what you know, and thinking about a topic a second time doesn’t let
you know something that you never learned in the first place.
Untrained: You cannot make an
untrained Knowledge check. The only exception to this rule is using Knowledge
(Local) to identify a creature and gain monster lore. A character is presumed to have a limited
knowledge of creatures indigenous to their native area.
Setting Knowledge DC’s
The
DC for a Knowledge checks to learn monster lore is based on the creature’s
Frequency. To determine Frequency,
identify the monster source book for the creature, and then consult the chart
below:
Source book
|
Frequency
|
Knowledge DC
|
Bestiary 1
|
Common or uncommon
|
5 (Common), 10 (Uncommon)
|
Bestiary 2, Bestiary 3
|
Rare
|
20
|
All other sources
|
Very rare
|
30
|
Next,
consult the adventure path, regional source book or use your own hand-picked
list, and identify those creatures that are local to the campaign area. If your campaign encompasses multiple regions
or areas, make a separate list for each.
These are the creatures that can be identified with a Knowledge (Local)
check. The DC for the Knowledge (Local)
check is determined using the same criteria listed above, i.e. DC 5 for common
creatures, DC 10 for uncommon, DC 20 for rare and DC 30 for very rare.
In all
cases, apply the following modifiers to the DC as applicable:
Modifier
|
DC
|
Creature is in native environment
|
-5
|
Template – Bestiary 1
|
+2
|
Template – Bestiary 2 or Bestiary 3
|
+4
|
Variant or unique creature
|
+5
|
Creature type is Outsider
|
+5
|
Template – All other publications
|
+6
|
Once
the DC has been determined, the player may make a Knowledge skill check to
identify the creature, and possibly learn a bit of useful lore about it. The applicable Knowledge skill is based on
the creature’s type, as listed below:
Creature type
|
Knowledge skill type
|
Aberrations
|
Dungeoneering
|
Animals
|
Nature
|
Constructs
|
Arcana
|
Dragons
|
Arcana
|
Fey
|
Nature
|
Humanoids
|
Humanoids
|
Local creatures
|
Local
|
Magical beasts
|
Arcana
|
Monstrous humanoids
|
Humanoids
|
Oozes
|
Dungeoneering
|
Outsiders
|
The Planes
|
Plants
|
Nature
|
Undead
|
Religion
|
Vermin
|
Nature
|
Lastly,
make a notation in each monster’s bestiary entry to add the DC’s for various
knowledge checks. For example, the
characters encounter a giant solifugid (Bestiary 2). Next to the creature’s stat block, the GM
should note “Knowledge: Nature 15, Local (Wati) 15”
When
the characters encounter a creature, the GM should read the short description
of the creature found at the top of its Bestiary entry, and show the players a
picture of the creature. This can be the
picture found in the Bestiary, or any picture the GM deems appropriate and
representative. When a player chooses to
make a Knowledge check, they may attempt to guess what the creature is before
making their Knowledge check. If the
player guesses successfully, grant a +5 insight bonus to the character’s
Knowledge check.
And that’s our system.
All we need to do now is test it and see how broken it is.
Now, I promised you in an earlier article that I would
rigorously crunch these numbers and see how they change the old baseline for
monster lore. I’m going to do that
below. WARNING: MATH AHEAD!
MATHFINDER!
The selection I chose to test our system was the Mummy’s
Mask adventure path. It’s the next AP I
will run with my group, and seems representative of an average adventure path
in terms of creature variety. I first
went through the entire AP and noted any creature from an encounter, be it
hostile or friendly. I also noted the
creature’s source book, its Challenge Rating, and its Environment. If the creature had a template applied to it,
I noted the template, and the source book the template was published in. I then
did the same thing with any creature that was listed on a random encounter
table in the city of Wati, or that was listed as an ‘urban’ encounter in Osirion:
Legacy of the Pharaohs. I added a column for these creatures called
“local.”
After removing any duplicate entries, I finished with a
list of 217 different creatures that could or would be encountered by the
characters in the campaign.
The next step was to list the creature type for each
creature, i.e. monstrous humanoid, undead, dragon, etc. The last step of data entry on my spreadsheet
was to add columns for old DC, new DC and net change. The old DC was the DC based on the creature’s
Challenge Rating, the new DC was the DC established by the rules listed
above.
Once the data was gathered, I started grouping creatures
by type and determining the change in average DC for Knowledge checks. The results are listed below:
Creature Type
|
DC change
|
Sample size
|
|
Overall
|
+2.0
|
217
|
|
Aberrations
|
-5.4
|
5
|
|
Animals
|
-2.6
|
8
|
|
Constructs
|
+3.4
|
19
|
|
Dragons
|
-4.9
|
8
|
|
Fey
|
+5
|
2
|
|
Humanoids
|
-2.2
|
9
|
|
Magical beasts
|
-0.9
|
25
|
|
Monstrous humanoids
|
-2.3
|
10
|
|
Oozes
|
-1.8
|
6
|
|
Outsiders
|
+5.4
|
47
|
|
Undead
|
+4
|
55
|
|
Vermin
|
+2.5
|
23
|
NO DATA WITHOUT ACTION
Reviewing the results above, the average DC for all
sampled creatures increased by 2.0. 7
out of 12 creature types saw a net decrease, while the remaining 5 creature
types increased. Undead and Outsiders
were the most commonly occurring types, representing 47% of the total
encounters. Both categories saw a net
increase in DC’s, which skewed the average DC upward.
Blah blah blah whatever.
What does all this shit mean?
It means that Knowledge checks for monster lore just got
harder. On average, the DC increases by
2, meaning that an old DC 15 check just became a DC 17 check. From a player’s perspective, ranks in
Knowledge skills don’t buy as much as they used to. Statistically, they are worth 10% less than
they used to be.
I’m not satisfied with that result. Which leaves me with two options. Either decrease the standard DC’s by 2, or
compensate the characters with two additional skill points per level. As it stands, the DC’s for our new system are
neatly organized in multiples of 5, which appeals to my sense of order and
structure. So, how can we award
additional skill points to characters without rewriting the entire Core
Rulebook? Easy.
Pathfinder Unchained.
Background skills. 2 additional
skill ranks per level to be spent on Appraise, Craft, Handle Animal,
Linguistics, and certain Knowledge skills.
You’re welcome.
Alright, fine. It’s
not as simple as all that. The optional
Background Skills system found in Pathfinder Unchained does grant 2
additional skill points per level, but they can only be spent on what are
defined as non-adventuring skills.
These are skills that are not usually employed in a dungeon or
wilderness environment. You can spend
the extra two skill points on Knowledge skills such as engineering, nobility,
history and geography, but none of these skills can be used to learn monster
lore. Even though players get two extra
skill points per level, it doesn’t directly balance the increased DC’s
that result from our new system.
But I think it does indirectly balance the change,
at least partly. If I’m playing a class
that has an animal companion (druid, ranger, hunter or whatever third-party
creation is my current flavor-of-the-month), I’m going to want to invest skill
points in Handle Animal. In the old
system, I would have to do so at the expense of a rank in a different skill,
including any Knowledge skill. Now that
Handle Animal is classified as a non-adventuring skill, it frees up a skill
point for me to spend on any adventuring skill, including any Knowledge skill
that can be used to determine monster lore.
So that gets us a little down the road towards balance.
If my character wants to be some kind of scholar, I will
probably invest skill points in the History or Geography category. Now that those skills are considered
non-adventuring, it also frees up skill points.
We get a little closer.
Craft, Artistry and Profession get ignored a lot. As a player, I often feel obliged to take a
rank in Profession, just to demonstrate that my character had a life before
they became a murder hobo. As a GM, I
frequently hand-wave such skills because A. They don’t contribute
significantly to the plot of the adventure, B. They don’t offer useful
solutions to challenges encountered during an adventure, or C. The
crafting rules in Pathfinder are boring and needlessly complex. Shoving these
skills into the non-adventuring category is just another way of hiding them in
a dusty corner to gather dust, as they rightly should.
Don’t get me started on Appraise. That’s a whole other article.
I guess what I’m saying is that Background Skills get us
closer to a balance with our higher DC’s for monster lore, but not all the
way. Maybe half. If accurate, that means that an average check
for monster lore has a net DC increase of about one. As a GM, I’m satisfied with that outcome, and
as a player I would be willing to accept a slightly higher difficulty if the
system provides greater immersion and logical consistency. Your mileage may vary.
One last point of examination, and then we can put a bow
on this bitch. I added a skill in our
new system, Knoweldge (Humanoids). We
need to identify which classes receive our new Knowledge skill as a class
skill. Since we took Knowledge (Local)
and split it into two different skills, it seems logical to make Knowledge
(Humanoids) a class skill for any class that gets Knowledge (Local) as a class
skill. From the Core Rulebook classes,
that’s the bard, rogue and wizard. Of
the classes introduced in the Advanced Player’s Guide, only the summoner gets
Knowledge (Local) as a class skill (WTF?), but I think it makes sense to give
the inquisitor Knowledge (Humanoids) as a class skill, since monster lore is
kinda their thing.
With that out of the way, I guess I need to look at how
adding a skill to the game affects the expenditure of skill points, and what
impact that effect has. To do that, I’m
going to have to make some assumptions about the way players spend skill points
on their characters. My assumption is
based on how I create characters and allocate skill points. Which is probably similar to the way the
majority of players handle it, but maybe not.
Caveat emptor. I’ll put
this in a footnote so that you don’t have to be bored reading my bullshit
excuses for foisting this on you rational and well-thought-out
justification. 1
Using the Core Rulebook classes as our sample, an average
character receives 3.8 skill points per level.
Let’s round that up to 4 to keep it simple. Under the original skill rules, each class
receives an average of 4.24 class skills per level. Adding the new skill Knowledge (Humanoids),
each class only receives an average of 4.19 class skills per level. For the sake of simplicity, let’s assume that
the average character will get 1 skill point in each of their class skills per
level (see footnote). Over the course of
a 15-level campaign, the character receives 57 skill ranks (not adding their
Intelligence modifier or ranks gained from Favored Class bonus). They have 64 opportunities under the old
system (15 x 4.24) to spend those ranks.
Under the new system, they still get an average of 57 skill ranks, but
now can spend them on 63 opportunities (15 x 4.19).
So, the addition of a single skill costs the characters 1
skill rank over the course of a 15-level campaign. I’m thinking that’s not a terrible burden to
bear, but if you want to mount an armed rebellion, I can’t stop you. The final net result of our new monster lore
system is an approximate increase in DC of one, and a cost to the players of
one skill rank over the course of a campaign.
Is that cost worth a revised system for monster lore that actually
makes sense? Comments welcome!
No comments:
Post a Comment