I think you did really well, if the wizard is an in-world expert on this topic (really good roll), he should know tons of things, most being actually irrelevant by the way.
My main problem now in 5e is the absence of knowledge skills, Arguably, there were too many before but now, there are so few applicable. Now, I'm sort of stuck with:
Arcana if it's magical
Religion if it's undead
Nature if it's natural
History if it's a kind of civilised race
And that's it.
After that, I would not assign a DC, I would modulate the amount of information provided depending on the roll, that's all.
But in general I want to really favor in game information, what is known by the characters anyway.
To build on this. Determine what is common knowledge.
DC 12 Common knowledge of monster. Burn the troll. AC. Resistance to x.
DC 15 Uncommon knowledge. What spells it can cast. What effects.
DC 20 Rare knowledge .. You will have to decide this.
DC 25 shoot let them whip out the Monster Manual in combat.
BUT a monster knowledge check is an ACTION. Monster checks help the new people have fun. And stops people with perfect memories from using their knowledge.
I think you did really well, if the wizard is an in-world expert on this topic (really good roll), he should know tons of things, most being actually irrelevant by the way.
My main problem now in 5e is the absence of knowledge skills, Arguably, there were too many before but now, there are so few applicable. Now, I'm sort of stuck with:
Arcana if it's magical
Religion if it's undead
Nature if it's natural
History if it's a kind of civilised race
And that's it.
After that, I would not assign a DC, I would modulate the amount of information provided depending on the roll, that's all.
But in general I want to really favor in game information, what is known by the characters anyway.
To build on this. Determine what is common knowledge.
DC 12 Common knowledge of monster. Burn the troll. AC. Resistance to x.
DC 15 Uncommon knowledge. What spells it can cast. What effects.
DC 20 Rare knowledge .. You will have to decide this.
DC 25 shoot let them whip out the Monster Manual in combat.
BUT a monster knowledge check is an ACTION. Monster checks help the new people have fun. And stops people with perfect memories from using their knowledge.
Or, to get around meta-gamers, I alter the stat blocks of main monsters, modifying the features from the published versions.
I always presumed there was folklore from their childhood and this might allow typical PCs to know about zombies, skeletons, goblin, giant rats and especially fierce wolves. Next, during training to become an adventurer you would hear stories about your mentor's worst encounters so you learn something about hobgoblins and trolls. And then in the bard's songs you hear about dragons and Orcs.
So how do you DM this?
I'd let them roll something like a DC 15 check for mundane monsters, a DC 20 check for advanced monsters and maybe a DC 25 check for some very specific monsters. But, I would have a limit on how many successes they could have like seven low level, three mid level and one high level monster from all the lore you didn't give them. Anything you give them in-game is bonus lore. But their pre-adventuring knowledge would be limited.
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To build on this. Determine what is common knowledge.
DC 12 Common knowledge of monster. Burn the troll. AC. Resistance to x.
DC 15 Uncommon knowledge. What spells it can cast. What effects.
DC 20 Rare knowledge .. You will have to decide this.
DC 25 shoot let them whip out the Monster Manual in combat.
BUT a monster knowledge check is an ACTION. Monster checks help the new people have fun. And stops people with perfect memories from using their knowledge.
No Gaming is Better than Bad Gaming.
Or, to get around meta-gamers, I alter the stat blocks of main monsters, modifying the features from the published versions.
I always presumed there was folklore from their childhood and this might allow typical PCs to know about zombies, skeletons, goblin, giant rats and especially fierce wolves. Next, during training to become an adventurer you would hear stories about your mentor's worst encounters so you learn something about hobgoblins and trolls. And then in the bard's songs you hear about dragons and Orcs.
So how do you DM this?
I'd let them roll something like a DC 15 check for mundane monsters, a DC 20 check for advanced monsters and maybe a DC 25 check for some very specific monsters. But, I would have a limit on how many successes they could have like seven low level, three mid level and one high level monster from all the lore you didn't give them. Anything you give them in-game is bonus lore. But their pre-adventuring knowledge would be limited.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt