I am curious as to how knowledge checks should be handled in a campaign? Specifically we are playing in chult and I am uncertain as to what knowledge is available and at what Dcs. I know there is probably no set table but for example if I have knowledge religion. How much of the history of the gods do I know? Do I know about their fights, relationships, and the stories involved? How much do the mortals of say Feurune know? Some argue that the gods are indifferent and the personal “adventures” aren’t known while others believe that those are in fact part of their faiths/myths .
I ask as I don’t know specifics like the example or even just historical knowledge, or arcane. Is there a way to make or determin a system? Much appreciated !
i think it's supposed to be around the same degree of knowledge that the average european would have had about south america when it was first discovered,and explored.
so unless they're in very specific positions in society, virtually nothing if they come from the sword coast
It's up to the DM, just like it's up to the DM to determine whether a surface is climbable or an NPC can be intimidated. I wouldn't recommend hard rules for this. There's far too many situational and setting-specific factors that go into deciding what characters might know and how likely they are to have heard about something.
Yeah that’s what I always assume is it’s dm discretion. My current dm is pretty chill so I’m not worried. Was just curious as older editions had levels of succes on what someone would know depending on what’s rolled
i think it's supposed to be around the same degree of knowledge that the average european would have had about south america when it was first discovered,and explored.
so unless they'er un very specific positions in society, virtually nothing if they come from the sword coast
I don't think this would be the case. There are settlements on the coast of Chult and there have been various expeditions. There's probably more that's forgotten than that's known, but a lot has been written about Chult and its inhabitants.
What I'd suggest is if there's not a set DC, try to think of how difficult it would be to discover said lore; knowing that Ubtao is the main deity and that he has left the inhabitants of Chult to their own devices is something that would be known to anyone with a passing interest in Chult, so would be a DC of 10 or 12 History or Religion check. Knowing about the trickster gods is a bit more difficult, maybe 15 or 17, and so on. Don't make it too hard for yourself; forgotten lore is only interesting when it's remembered. A secret is most fun in games when they're discovered. I often try to base the knowledge of the roll made by the character. If they want to use History, and roll ok, they'll know what impact a specific religion might have had on the fall of the empire. But if they use Religion at that moment and roll high, they might realise that the fall of the empire actually came to pass due to the internal struggle between heirophants of two temples worshipping the same deity, naming the other a false prophet. In the end, both get the same end result but with less or more details. I rarely say "you don't know anything about this" if the character could know, except if they roll particularly poorly, like less than 5 (at which they just "blackout" and can't come up with an answer).
Hello all
I am curious as to how knowledge checks should be handled in a campaign? Specifically we are playing in chult and I am uncertain as to what knowledge is available and at what Dcs. I know there is probably no set table but for example if I have knowledge religion. How much of the history of the gods do I know? Do I know about their fights, relationships, and the stories involved? How much do the mortals of say Feurune know? Some argue that the gods are indifferent and the personal “adventures” aren’t known while others believe that those are in fact part of their faiths/myths .
I ask as I don’t know specifics like the example or even just historical knowledge, or arcane. Is there a way to make or determin a system? Much appreciated !
i think it's supposed to be around the same degree of knowledge that the average european would have had about south america when it was first discovered,and explored.
so unless they're in very specific positions in society, virtually nothing if they come from the sword coast
All plans turn into, run into the room waving a sword and see what happens from there, once the first die gets rolled
It's up to the DM, just like it's up to the DM to determine whether a surface is climbable or an NPC can be intimidated. I wouldn't recommend hard rules for this. There's far too many situational and setting-specific factors that go into deciding what characters might know and how likely they are to have heard about something.
Yeah that’s what I always assume is it’s dm discretion. My current dm is pretty chill so I’m not worried. Was just curious as older editions had levels of succes on what someone would know depending on what’s rolled
I don't think this would be the case. There are settlements on the coast of Chult and there have been various expeditions. There's probably more that's forgotten than that's known, but a lot has been written about Chult and its inhabitants.
What I'd suggest is if there's not a set DC, try to think of how difficult it would be to discover said lore; knowing that Ubtao is the main deity and that he has left the inhabitants of Chult to their own devices is something that would be known to anyone with a passing interest in Chult, so would be a DC of 10 or 12 History or Religion check. Knowing about the trickster gods is a bit more difficult, maybe 15 or 17, and so on. Don't make it too hard for yourself; forgotten lore is only interesting when it's remembered. A secret is most fun in games when they're discovered. I often try to base the knowledge of the roll made by the character. If they want to use History, and roll ok, they'll know what impact a specific religion might have had on the fall of the empire. But if they use Religion at that moment and roll high, they might realise that the fall of the empire actually came to pass due to the internal struggle between heirophants of two temples worshipping the same deity, naming the other a false prophet. In the end, both get the same end result but with less or more details. I rarely say "you don't know anything about this" if the character could know, except if they roll particularly poorly, like less than 5 (at which they just "blackout" and can't come up with an answer).
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