Failing a KNO Arcana roll on a monster


Pathfinder First Edition General Discussion


Just had an idea about this ... what if a failed roll yields misinformation to the players? Anyone tried this?


Failing a Knowledge check means that you don't know something. If you were to start giving misinformation, then you set yourself up for a situation where no one takes Knowledge skills. But to be open to the idea, the possibility of misinformation on a natural 1 is appealing as a sort of critical failure, or maybe if the roll is blown by say 10 or more. But if your players use those skills a lot, making any failed roll give them misinformation will lead to some fun and also some dead PCs.

"Look guys, the dragon's blue, that means it breathes acid!"
One lightning bolt later and the mage is a twitching cinder on the ground because he used protection from elements (acid).


Lathiira wrote:

"Look guys, the dragon's blue, that means it breathes acid!"
One lightning bolt later and the mage is a twitching cinder on the ground because he used protection from elements (acid).

Exactly! So, the failed roll was due to a bad source of information or a faulty memory.

You've got a point about screwing with the incentives for investing in knowledge skills. On the other hand, the possibility of mis-information injects a bit more realism into this skill use (and a little more complexity as well!).

Another potential downer ... if you do provide misinformation, then the players can't see their actual rolls. Otherwise, when they roll a 1, and you relay a bit of info, the player will know right off the bat that it's likely false data.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Which of course raises the issue of player vs character knowledge. It can always be amusing to have your character go along with what they know, even if you know that it's wrong information. Not all players will go for that, though. Do whatever works with your players.

Grand Lodge

Lathiira wrote:

Failing a Knowledge check means that you don't know something. If you were to start giving misinformation, then you set yourself up for a situation where no one takes Knowledge skills. But to be open to the idea, the possibility of misinformation on a natural 1 is appealing as a sort of critical failure, or maybe if the roll is blown by say 10 or more. But if your players use those skills a lot, making any failed roll give them misinformation will lead to some fun and also some dead PCs.

"Look guys, the dragon's blue, that means it breathes acid!"
One lightning bolt later and the mage is a twitching cinder on the ground because he used protection from elements (acid).

I use something like that...but it has to be a rolled 1 that failed by 5 or more...so it happens rarely...hilarious when it does.


Giving out misinformation just because the roll was too low doesn't seem right.

"You have no idea what this creature can be, but you think it's vulnerable to fire" ???

I'd only do this if the roll came up negative.


Giving out misinformation just because the roll was too low doesn't seem right.

"You have no idea what this creature can be, but you think it's vulnerable to fire" ???

I'd only do this if the roll came up negative.

Grand Lodge

KaeYoss wrote:

Giving out misinformation just because the roll was too low doesn't seem right.

"You have no idea what this creature can be, but you think it's vulnerable to fire" ???

I'd only do this if the roll came up negative.

That's an idea too...yes I have had somebody roll a negative on a knoweldge check....


KaeYoss wrote:
Giving out misinformation just because the roll was too low doesn't seem right.

There are many other skills for this a miss by 1-4 is nothing but 5+ or 10+ is catastrophic failure.

I disagree about there being "disincentive to take Knowledges". I've never had a Rogue fail to take Disable Device because if they fail by 5+ they'll set off a trap.

It makes sense that there would be a lot of folk tales and misinformation out there regarding the types of creatures that Arcane Lore would encompass. Characters have to sift through this information, and they can definitely "know" something that's entirely wrong.

On the Player vs. PC Knowledge issue, my Players get an almost perverse thrill out of coming up with what goes wrong to them when they blow rolls. There have definitely been times when a (critically) blown Listen check causes the PC to whisper "someone's trying to sneak up behind us" or something similar. Everyone at the table knows otherwise, but the PC is convinced so the characters take a few minutes to investigate (which OOC is about 30 seconds of a Player narrating the scene ... usually the one who made the bad roll) and then everyone else giving him grief about it IC and OOC for the rest of the session, and maybe more. If it happens a lot, then it can become a "cry wolf" situation.

Personally, I sometimes allow a Wisdom check for "but how much do I trust what I know / saw / heard / believed-I-was-successful-at-attempting". The lower your Wisdom, the more likely you are to believe that you "always roll a success", or perhaps that your success was actually a failure and thus doubt yourself.

I'd say giving out incorrect information for a -5 to -10 roll under the DC is not inappropriate. The DC to know correct information about an Arcane thing might be very high because almost no one knows it even exists and thus there is so little information known about it, but it could also be high because everyone knows it exists and everyone has their own ideas about what it is or how it works. Thus, the high DC represents one's exposure to correct vs. incorrect information, as well as the ability to "sift".

FWIW,

Rez


Rezdave wrote:
KaeYoss wrote:
Giving out misinformation just because the roll was too low doesn't seem right.
There are many other skills for this a miss by 1-4 is nothing but 5+ or 10+ is catastrophic failure.

And for many other skills, it makes sense. Not here, though.

Especially since only scholars could ever screw up like that! After all, you cannot make these rolls untrained. All you can do is a general knowledge check who may be DC 10 and no more. So if the DC is high enough to make catastrophic failures possible, the untrained cannot roll them.

No, you need an education to mess things up.


And one other thing: This would require people to regularly screw themselves up just to avoid metagaming, because they'll often know that the golem is healed by fire, but because the GM has his "I hate players" day, they'll have to make an already fight harder (and maybe get someone in the party killed) because not using fire would mean you metagame against the misinformation that "fire totally destroys the tin can".


Count me as against it.

I'm fond of "spreading skill points around" especially with the new +3 system. 1 point gets me 4? Yes please.

Under your system, I'd have 0 incentive to do anything of the kind.

-S


A roll of a 1 on a knowledge check on a monster is usually followed by "you think its chicken", or similar lunacy statement :P.

I play in 2 games, one i GM, one i play. Myself and the other DM just today decided we would sit down and decide what the DC was to identify a monster and how to adjust (based on rarity in area), and what information you could obtain with a successful roll based on how much the DC was exceeded.

Does anyone have set formula they use?


Spahrep wrote:


Does anyone have set formula they use?

Pi * Thumb.


ziltmilt wrote:
Just had an idea about this ... what if a failed roll yields misinformation to the players? Anyone tried this?

I have used a critical failure Know(??) roll as a role-playing opportunity!!

In the Savage Tide AP, my (very arrogant) wizard failed his Know(loc) check on gathering information on Vanthus (minor bad guy). The DM
provided an off the cuff, "You have heard that Vanthus can transform into a demonic T-rex!" Years later (and about 12 levels), my wizard STILL insists that we watch out for a nasty T-rex that could be Vanthus...

It has been a great running joke/role-play for the whole party.

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