Adjudication of "Monster Knowledge Checks" in Pathfinder Society Organized Play


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Dark Archive 4/5 5/5 ****

This actually came up in a game, recently, but if they don't make the roll, they shouldn't know even what type a critter is.

Player: I roll a 5 total
GM: this creature looks sort of humanoid, but you cannot figure out what it is.,

This is important when characters have abilities that might key off of knowledge, such as an inquisitors bane ability.

At higher levels, do you know if that creature is a unique or rare type of giant, an Efreet, a demon, devil, etc. maybe it is a golem? You do not roll high enough, you get nothing.

This is a reason at least one GM I have played with collects the players knowledge skills ahead of time, and if you want to identify, you do not know which skill you are using, at lest if you fail!

1/5

Silbeg wrote:
This is a reason at least one GM I have played with collects the players knowledge skills ahead of time, and if you want to identify, you do not know which skill you are using, at lest if you fail!

And does that GM force the NPCs to make Knowledge or Spellcraft checks?

The Exchange 5/5 RPG Superstar 2010 Top 16

I can't speak to the fellow Silbeg is referencing, NN 959, but it's been my experience that most GMs do that, as well, if the NPCs even bother trying to use spellcraft. Why do you ask?

Sovereign Court 5/5

I played the other day in an elf-themed PFS scenario.

I decided to be a smartass and ask about the racial abilities of elves, and proceeded to botch the untrained Knowledge:Local with Int as my dump stat. (Barbarian Sorcerer PC..)

Ended up spending the whole scenario convinced elves lived in little mushroom houses passing out cookies.

You take the Knowledge skills super literally, and stuff gets stupid. Like, "You've never heard of elves before" stupid.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Dave Baker wrote:
When "asking a question" I've thought of it less meta-gamey. A wizard isn't all that concerned about DR or special abilities, but is very interested in elemental resistances and immunities.

DR is usually the first question asked, even by players of wizards. It shouldn't be surprising, a wizard has a vested interest in making sure the fighters protecting his soft hide be able to do so as efficiently as possible.

Silver Crusade 2/5 *

Most wizards actually aren't that good at causing damage, in my experience. It's best to facilitate that choppy and shooty martials, imo.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

1 person marked this as a favorite.

For races, I separate the questions they get from the Name / Type / Traits. So at making the check, they get Ghoul, Undead, Undead traits, and one question.

I'm used to the questions going into some pretty broad categories, and some very specific ones. Every 5 successes grants one category, with the player picking which categories:
Elemental Stuff: Gives all the elemental resistances (with their amounts in terms of "a little", "some", or "a lot") and immunities
Damage Reduction: Gives all the physical DR (I'll give the actual numbers here)
SR: It's own little question, and gets the specific amount.
Special Attacks: All of them, with numbers
Special Defenses: All of them, typically immunities not listed under undead trait type things, with numbers
Other Special Abilities: All of them, with numbers.
Feats (sometimes I'll include this in the other parts)
Saves
AC
HP
attack modifiers

If something doesn't have anything in a category, I'll tell them so and give them some other category that's close, ie if they ask for SR and it doesn't have any, I'll give them elemental or defenses.

So, that's what I'm used to as a player and what I try to do as a GM in standard play. When the GM knows the character well from prior experience, this is the one I love to hear: "What's the most important thing for my character to know about this monster?" When I'm using my sorceress, the GM will typically give me elemental, then SR. When I'm using my gunslinger, he'll give me it's DR.

The other question I love to hear is "What is it's thing? / What does it do?" Which allows me to say what the monster is all about its most famous aspects.

BTW, I disagree on casters not needing to know if something has SR because they do the same thing anyways. It lets them know if they should use that piercing metamagic rod or dweomer's essence on their next spell.


thistledown wrote:
BTW, I disagree on casters not needing to know if something has SR because they do the same thing anyways. It lets them know if they should use that piercing metamagic rod or dweomer's essence on their next spell.

Or just buff the party rather than drop SoD's on the monster.

1/5

thejeff wrote:
thistledown wrote:
BTW, I disagree on casters not needing to know if something has SR because they do the same thing anyways. It lets them know if they should use that piercing metamagic rod or dweomer's essence on their next spell.
Or just buff the party rather than drop SoD's on the monster.

Maybe when you're playing at level 10+, SR becomes impenetrable, but in the games I've played, I have never seen a caster not cast a spell because of SR. And I've never seen a player with a piercing metamagic rod or dweomer's essence.

Now, if the player knew what that SR was, as in they knew they had little chance of beating it, that's different. But that information isn't typically given out, and if it its, it's the GM telling the player what to beat after they've declared the spell. But the point I'm making is that telling a 3rd level wizard the target has SR hasn't changed someone's action, ime.

Silver Crusade 2/5 *

Piercing metamagic rod is quite a useful little piece of gear, but it gets pricey for spells above third level. Haste is almost always better than any nuke or SoD you could cast.

4/5 ****

1 person marked this as a favorite.

As a player I frequently ask broader, less mechanical questions. Helps encourage the GM to give more flavorful answers.

Like: "How is it most likely going to try and kill us?"

Grand Lodge 2/5 RPG Superstar 2012 Top 32

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Robert Hetherington wrote:

As a player I frequently ask broader, less mechanical questions. Helps encourage the GM to give more flavorful answers.

Like: "How is it most likely going to try and kill us?"

"What would this creature be most famous for?"

"What would Marcus Farabellus have told us to watch out for when fighting this creature?"
"What should we not bother doing when fighting this creature?"

4/5

3 people marked this as a favorite.
Jiggy wrote:
Robert Hetherington wrote:

As a player I frequently ask broader, less mechanical questions. Helps encourage the GM to give more flavorful answers.

Like: "How is it most likely going to try and kill us?"

"What would this creature be most famous for?"

"What would Marcus Farabellus have told us to watch out for when fighting this creature?"
"What should we not bother doing when fighting this creature?"

My new favorite:

"Can I pet it?"

4/5

Dorothy Lindman wrote:

My new favorite:

"Can I pet it?"

"Go ahead and try."

Grand Lodge 4/5 5/55/5 **

LazarX wrote:
Dave Baker wrote:
When "asking a question" I've thought of it less meta-gamey. A wizard isn't all that concerned about DR or special abilities, but is very interested in elemental resistances and immunities.
DR is usually the first question asked, even by players of wizards. It shouldn't be surprising, a wizard has a vested interest in making sure the fighters protecting his soft hide be able to do so as efficiently as possible.

I agree. DR is usually the first question asked. Which is ironic because it is the question most likely to generate a useless answer since most monsters don't have DR. This highlights the problem of letting the players ask the question.

Grand Lodge 4/5 5/55/5 **

Robert Hetherington wrote:

As a player I frequently ask broader, less mechanical questions. Helps encourage the GM to give more flavorful answers.

Like: "How is it most likely going to try and kill us?"

Based on the questions I have had players ask me, I would say they are usually far more interested in finding out how to kill the monster than how to not be killed by it. After all, if they succeed in doing the former, they don't have to worry about the latter.

Scarab Sages 5/5 5/55/55/5

GinoA wrote:
Dorothy Lindman wrote:

My new favorite:

"Can I pet it?"
"Go ahead and try."

YAY!


Flutter wrote:
GinoA wrote:
Dorothy Lindman wrote:

My new favorite:

"Can I pet it?"
"Go ahead and try."
YAY!

"Aahhhh! My arm!!"

Dark Archive 4/5 5/5 ****

N N 959 wrote:
Silbeg wrote:
This is a reason at least one GM I have played with collects the players knowledge skills ahead of time, and if you want to identify, you do not know which skill you are using, at lest if you fail!
And does that GM force the NPCs to make Knowledge or Spellcraft checks?

Yes.

The Exchange 5/5

LazarX wrote:
Dave Baker wrote:
When "asking a question" I've thought of it less meta-gamey. A wizard isn't all that concerned about DR or special abilities, but is very interested in elemental resistances and immunities.
DR is usually the first question asked, even by players of wizards. It shouldn't be surprising, a wizard has a vested interest in making sure the fighters protecting his soft hide be able to do so as efficiently as possible.

Wizard here - ....

First Question: "is it Mindless - can I effect it with Enchantments?"
Second Question: "Is it resistant to or vunerable to any particular energy type?"
Third Question: "Does it have SR?"
Forth Question: "Does it talk? And Is it smart enough to understand us?"

In fact, I can't recall every asking about DR for any creature ever encountered...

The Exchange 5/5

N N 959 wrote:
thejeff wrote:
thistledown wrote:
BTW, I disagree on casters not needing to know if something has SR because they do the same thing anyways. It lets them know if they should use that piercing metamagic rod or dweomer's essence on their next spell.
Or just buff the party rather than drop SoD's on the monster.

Maybe when you're playing at level 10+, SR becomes impenetrable, but in the games I've played, I have never seen a caster not cast a spell because of SR. And I've never seen a player with a piercing metamagic rod or dweomer's essence.

Now, if the player knew what that SR was, as in they knew they had little chance of beating it, that's different. But that information isn't typically given out, and if it its, it's the GM telling the player what to beat after they've declared the spell. But the point I'm making is that telling a 3rd level wizard the target has SR hasn't changed someone's action, ime.

SR determines if I drop a glitterdust or a blindness on it.

SR is often the FIIRST thing I ask for...

Wand of Magic Missile? or Snowball?

The Exchange 5/5

trollbill wrote:
Robert Hetherington wrote:

As a player I frequently ask broader, less mechanical questions. Helps encourage the GM to give more flavorful answers.

Like: "How is it most likely going to try and kill us?"

Based on the questions I have had players ask me, I would say they are usually far more interested in finding out how to kill the monster than how to not be killed by it. After all, if they succeed in doing the former, they don't have to worry about the latter.

Depends on the players - guess this is kind of a YMMV item but for players rather than Judges.

Silver Crusade 5/5

N N 959 wrote:


Maybe when you're playing at level 10+, SR becomes impenetrable

Actually, SR remains about the same the whole game as it scales based on CR rather than HD in Pathfinder. It may even get easier, since as it is more prevalent at higher levels, most PCs who use magic offensively will have strategies to beat it.

When a player asks me about a creature's SR, I generally say "This creature has (Weak/Average/Strong) Spell Resistance for its Challenge Rating." If the thing is significantly higher level (at least 3) I will say "You may have trouble getting past its SR"

Grand Lodge 4/5

GinoA wrote:
Dorothy Lindman wrote:

My new favorite:

"Can I pet it?"
"Go ahead and try."

New question one of my players is now asking, "How does it taste?"

Scarab Sages 5/5 5/55/55/5

thejeff wrote:
Flutter wrote:
GinoA wrote:
Dorothy Lindman wrote:

My new favorite:

"Can I pet it?"
"Go ahead and try."
YAY!
"Aahhhh! My arm!!"

Hon, you need to cast acid resistance before you belly rub that. It just means he likes you, see!

Liberty's Edge 1/5

As a GM I usually ask my players, "Defensive or Offensive?" I do this for each piece of information, and if they ask for more of one than there are, then the excess just transfers to the other.

1/5

Da Wander wrote:
N N 959 wrote:
thejeff wrote:
thistledown wrote:
BTW, I disagree on casters not needing to know if something has SR because they do the same thing anyways. It lets them know if they should use that piercing metamagic rod or dweomer's essence on their next spell.
Or just buff the party rather than drop SoD's on the monster.

Maybe when you're playing at level 10+, SR becomes impenetrable, but in the games I've played, I have never seen a caster not cast a spell because of SR. And I've never seen a player with a piercing metamagic rod or dweomer's essence.

Now, if the player knew what that SR was, as in they knew they had little chance of beating it, that's different. But that information isn't typically given out, and if it its, it's the GM telling the player what to beat after they've declared the spell. But the point I'm making is that telling a 3rd level wizard the target has SR hasn't changed someone's action, ime.

SR determines if I drop a glitterdust or a blindness on it.

SR is often the FIIRST thing I ask for...

Wand of Magic Missile? or Snowball?

Not buying it. Most casters don't prep both glitterdust and blindness. More importantly, you'd almost never use a wand of Magic missile over a Snowball spell. Snowball is arguably broken. Sure, auto hit vs ranged touch. Sure, Partial on Snowball damage, but a lvl 1 wand of MM isn't going to do much of anything against things that have SR.

Sorry, simply knowing if something has SR has arguably zero effect on the vast majority of player tactics barring OOC knowledge of the level of SR.

1/5

Alex McGuire wrote:
N N 959 wrote:


Maybe when you're playing at level 10+, SR becomes impenetrable
When a player asks me about a creature's SR, I generally say "This creature has (Weak/Average/Strong) Spell Resistance for its Challenge Rating." If the thing is significantly higher level (at least 3) I will say "You may have trouble getting past its SR"

While I applaud you in at least going that far, in truth, Wizards/Sorcers/Magi, etc, over the centuries of their practicing the arts, would have worked out a robust chart on SR vs most monsters. Just like big game hunters know what caliber of bullets you need to pierce the hide of various animals, it would be no different for wizards. Guilds would capture creatures and test SR to precision. They'd come out with a scale just like what is used OOC. Humans do that as part of their nature. It's ridiculous that after centuries of spell casting, know body knows what the SR of any creature is with any specificity???

IMO, the hyper-sensitiivy against "numbers" being conveyed to players ruins the game for me. We use numbers in our RL why wouldn't our characters? The game isn't less fantastical because I know a creature has SR 17.

Lantern Lodge 5/5

1 person marked this as a favorite.

As a GM, I do:

"Would you like information about its offenses or defenses?"

This gives the player a chance to not waste his information, while still tailoring it to what his particular PC would be more interested in.

When I'm prompted to ask questions as a player, mine are:

1) "How is it most likely to ruin my day?"
2) "How is it next most likely to ruin my day?"
3) "How is it next most likely to ruin my day?"
4) etc.

Of course, this gets flavored for the individual PC- -Shadow Lodgers would ask "What did the Decemvirate leave out of the briefing?" while Silver Crusaders might word it as "What should our party be most wary of?" Etc.

5/5 5/55/55/5

"What does it want for dinner?"

"Adventurer

5/5 *****

N N 959 wrote:
Not buying it. Most casters don't prep both glitterdust and blindness.

Then you dont really know casters. I commonly with have both as a spell known on my sorcerers. They target different saves which is important for getting them to stick and blindness is one of the best conditions you can impose on an enemy. There is little that is more sad than a permanently blinded arcane caster.

In a similar vein my Oracles geenrally know both Blindness and Burst of radiance because targetting different saves is important and can easily represent a 50% or larger swing in the chance to fail.

The Exchange 5/5

andreww wrote:
N N 959 wrote:
Not buying it. Most casters don't prep both glitterdust and blindness.

Then you dont really know casters. I commonly with have both as a spell known on my sorcerers. They target different saves which is important for getting them to stick and blindness is one of the best conditions you can impose on an enemy. There is little that is more sad than a permanently blinded arcane caster.

In a similar vein my Oracles geenrally know both Blindness and Burst of radiance because targetting different saves is important and can easily represent a 50% or larger swing in the chance to fail.

wow... missed that comment ("I didn't SEE it, lol")

Yeah, I'm an Arcane Trickster - so I have lots of ways to make people blind... acid splash doing 1d3+5d6+1 is just ... to nice to pass up.

Glitterdust for Martial types (poor Will saves) and because it has so many other uses...
Pyrotecnics for much the same reason... (blinding, or even to just put a fire out)
Blindness for those creatures with good will saves - and for those creatures without eyes (deafness or when we are facing (or going to face) Harpies. It also helps that it is a 3rd level spell for me (Arcane) so isn't the save level as the others. I also like it for the duration (Perm until dismissed).

But really - the comment "don't really know casters".... wow. Guess I'll just need to play them more often. I've only been running them 39 years, maybe in when I click over 4 decades I'll know them better. ;-)

Edit: Sorry andreww! I just realized that that comment was directed at N N 959! not at me... guess it's just been a long day. I agree with everything you said Andreww. Thanks for your support of my position.

1/5

andreww wrote:
N N 959 wrote:
Not buying it. Most casters don't prep both glitterdust and blindness.

Then you dont really know casters. I commonly with have both as a spell known on my sorcerers. They target different saves which is important for getting them to stick and blindness is one of the best conditions you can impose on an enemy. There is little that is more sad than a permanently blinded arcane caster.

In a similar vein my Oracles geenrally know both Blindness and Burst of radiance because targetting different saves is important and can easily represent a 50% or larger swing in the chance to fail.

I know all the casters I've teamed with in probably 50 tables and I've never once seen anyone make a decision on knowing whether SR existed or not. Just because someone on the Internet posts that they do, does not invalidate the fact that 100% of the people I've played with get zero benefit from simply knowing of the existence of SR. More to the point, I stand by my assertion that the vast majority of players do nothing with that information and as such is not useful.

And I'll bet dollars to donuts that the choice of spell use, like glitterdust vs blindness has more to do with circumstances other than SR for that small, small, small, subset of casters who prepare both.

Da Wander wrote:


Glitterdust for Martial types (poor Will saves) and because it has so many other uses...
Pyrotecnics for much the same reason... (blinding, or even to just put a fire out)
Blindness for those creatures with good will saves - and for those creatures without eyes (deafness or when we are facing (or going to face) Harpies. It also helps that it is a 3rd level spell for me (Arcane) so isn't the save level as the others. I also like it for the duration (Perm until dismissed).

Yeah, as I said. The reason to use one or the other is totally dominated by things other than SR.

1/5

Da Wander wrote:


In a similar vein my Oracles geenrally know both Blindness and Burst of radiance because targetting different saves is important and can easily represent a 50% or larger swing in the chance to fail.

That's right. Knowing what saves are good and what are bad is useful information. Far more important in caster actions than whether something has SR if you have no idea what that SR is.

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