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Monster lore NWP

PostPosted: Fri Nov 18, 2016 12:18 am
by garhkal
Many times we have threads concerning how to either allow or slow down players using THEIR knowledge (from either reading the monster manual OR from DMing themselves) of what some monster is/does for their character.. So i thought "why not have an actual NWP to cover that.."
Thus i present my revised write up for Monster lore!

Monster lore: General proficiency, 2 slots, Int+Wis divided by 2 base.

This proficiency is often taught in guilds or mage academies to prospective adventurers, but can also cover 'bar-room lore' someone picks up.. It covers basic information on monsters of common and through very rare levels, but the rarer something is, the harder it will be to 'remember' something on said critter when the time comes.. Common creatures are a roll at normal, Uncommon are at -2, Rare are at -4 and very rare are at -8.. If the check is made, the player can have his PC 'remember' one key piece of info from the MM he has read on said monster (like say general HD, turning level, # attacks, special attack mode and the like).. if the check is made at HALF the required level (say 14 is needed and he gets a 7 or less) he can remember 2 items..
A 3rd slot spent on this allows the character to 'specialize' in a specific grouping of monsters, such as undead, goblinoids, giant kind and the like.
The types of specialties that can be grabbed are:
Normal animals
Lowlife creatures (insects, molds, oozes and similar)
Constructs
Lycans
Undead
Planner
Humanoids (does not include giant kind)
Giant kind
dragons and other wyrms
Plant like monsters

Re: Monster lore NWP

PostPosted: Thu May 11, 2017 10:41 pm
by garhkal
Did a slight re-write to this, making the penalties for rare/very rare a bit more than -4/-8..

Monster lore: General proficiency, 2 slots, Int+Wis divided by 2 base.

This proficiency is often taught in guilds or mage academies to prospective adventurers, but can also cover 'bar-room lore' someone picks up.. It covers basic information on monsters of common and through very rare levels, but the rarer something is, the harder it will be to 'remember' something on said critter when the time comes.. Common creatures are a roll at normal, Uncommon are at -2, Rare are at -6 and very rare are at -12.. If the check is made, the player can have his PC 'remember' one key piece of info from the MM he has read on said monster (like say general HD, turning level, # attacks, special attack mode and the like).. if the check is made at HALF the required level (say 14 is needed and he gets a 7 or less) he can remember 2 items..
A 3rd slot spent on this allows the character to 'specialize' in a specific grouping of monsters, such as undead, goblinoids, giant kind and the like.
The types of specialties that can be grabbed are:
Normal animals
Lowlife creatures (insects, molds, oozes and similar)
Constructs
Lycans
Undead
Planner
Humanoids (does not include giant kind)
Giant kind
dragons and other wyrms
Plant like monsters

Re: Monster lore NWP

PostPosted: Fri May 12, 2017 8:57 pm
by RPG Dinosaur
Nice. :thumbs:
I'm getting the basic Monster Lore NWP all right, but the 'specialize' is causing me a little confusion. I'm not clear on how spending the third slot really helps without positively affecting the check dice roll(on the category specialized in) in the PC's favor or allowing for more details remembered in the case of a successful check on the category specialized in, neither of which you said.

Re: Monster lore NWP

PostPosted: Fri May 12, 2017 10:12 pm
by garhkal
That's what i am needing help with. With the BASE skill, trying to remember something on a monster that's rare is a -8 to your check. So if you had a specialty in say undead, and was facing off against a rare undead (say a hecuva) should that penalty drop say to -4? -2?
Or would taking the spec, mean you don't need to Roll to remember stuff about critters in 'your area of specialty'?

Re: Monster lore NWP

PostPosted: Sat May 13, 2017 11:28 pm
by RPG Dinosaur
garhkal wrote: Or would taking the spec, mean you don't need to Roll to remember stuff about critters in 'your area of specialty'?

That's personally how I would do it, drop the roll in the PC's area of specialty. I mean there's still all those other categories of creatures that the PC will have to roll for, I feel that the specialization should be a gimme.

Re: Monster lore NWP

PostPosted: Sun May 14, 2017 4:10 pm
by garhkal
Sounds too strong. Remember spell craft for mages/priests is in their 'wheelbook' but still needs a roll...

Re: Monster lore NWP

PostPosted: Sat May 20, 2017 3:27 pm
by RPG Dinosaur
All right, how's this?
For specialization: automatically remember one item for common and uncommon creatures in the PC's chosen category. -1 on the roll for rare, -3 on the roll for very rare.
Staying with specialization: as for the chance to remember the second item, completely eliminate the chance to remember the second item on very rare creatures in the PC's chosen category.

Re: Monster lore NWP

PostPosted: Sat May 20, 2017 4:34 pm
by garhkal
What couns as one item? Their general HD? Spec attack method? Spec defense method??

Re: Monster lore NWP

PostPosted: Mon May 22, 2017 11:58 pm
by RPG Dinosaur
garhkal wrote: the player can have his PC 'remember' one key piece of info from the MM he has read on said monster (like say general HD, turning level, # attacks, special attack mode and the like

garhkal wrote:What couns as one item? Their general HD? Spec attack method? Spec defense method??



Yes, those are all fine examples of one item IMO, and ones you yourself have more or less green lighted. This is your baby remember :wink: ?

Re: Monster lore NWP

PostPosted: Tue May 23, 2017 12:21 am
by garhkal
DOH.. Would have made more sense to read the whole thread.. I forgot i had that there in the OP... :?

Though as a slight re-write of your post.
In spec - One free item remembered for common. -2 to check for uncommon critters, -4 for rare and -6 for very rare.. That way it's still a lessening, but not a gimme..

Re: Monster lore NWP

PostPosted: Thu Aug 31, 2017 2:17 am
by garhkal
I made a change to this before i am actually implementing it..
The BASE Monster lore NWP is general info on monsters of common or uncommon type (any), but never gives specific info on special attacks or defenses/weaknesses. Just regular info (like what their expected AC/HD/Damage etc) will be. It costs 2 slots and is Intelligence based -2. For Skills and powers versions its 3cp cost with a base check of 9 and Intelligence as its relevant modifying attribute.

Monster lore is a new NWP that is somewhat giving pc's Sage like lore on Common and uncommon monsters, in that if they make a successful NWP check, they can use Player knowledge of what a monster is/has/does In character without getting docked XP for metagaming.
A successful NWP check can give someone an idea of the HD, HP, # attacks, Damage or movement of a monster.
A check at -2 gives spec attacks or defenses
IF the monster's uncommon, the base check is at -3 and -6 for special info.

ONCE a player character knows the BASE level they can, with Future NWP slots, learn specific monster groupings, one for humanoids, one for giant kind, one for dragon kind, one for avian, one for undead and so on. That specialty has its own check modifier for rare and very rare monsters. BUT AT NO TIME can unique or newly found monsters have info known about via this power.

Failing a check with a natural 18 or higher gives either no or false info.

The specific sub-nwp types are Avian, Animal, Humanoid, Giant kind, Wyrms, Undead, Oozes/slimes, Lcans and Constructs. Though Wyrm and COnstructs have harsher penalties for rare/very rare..

Generally once one gets the sub-type for that monster group, one needs NOT roll to remember general info on COMMON monsters of that type. A-2 penalty is for uncommon (down from -3), but Rare gets a -4 penalty, and -8 for Very rare.. Constructs/Wyrms increases this to -3/-5/-10..

Just like with the BASE NWP of monster lore, a roll of 18-20 on the die indicates either getting no info (If going for general data) or false info (if going for special defenses/attacks/weaknesses).

Re: Monster lore NWP

PostPosted: Thu Aug 31, 2017 11:27 pm
by RPG Dinosaur
garhkal wrote: BUT AT NO TIME can unique or newly found monsters have info known about via this power.

:up: That's a good addition, it makes very good sense.

Re: Monster lore NWP

PostPosted: Fri Sep 01, 2017 12:36 am
by garhkal
Much appreciated.. Now i will introduce it to the party next time we play, and see if any of the pcs who have 'spare slots' will opt to take them!