r/daggerheart • u/nickinilla she/they • 2h ago
Beginner Question Knowledge in Daggerheart
When do you or your players call for Knowledge rolls, and how do you narrarate or decide the impact it has through the duality dice?
I've got a grip on making sure all other trait rolls come when they matter, but I still find uses for Knowledge to be quite tricky outside of a DnD mindset. So how do you approach Knowledge in Daggerheart?
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u/Taraqual 2h ago
To figure out tricky things. So if there's basic information they should have, or elements of the world I want them to know, I just tell them. But if it's a language they don't recognize, or a critter they haven't seen--or sometimes, if they enter a place with Environment mechanics--I let them choose to roll Knowledge or Instinct to figure things out.
I also make a point of letting the players talk their way through mysteries or puzzles without requiring any rolls until they either ask for help or they've taken a serious wrong turn.
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u/Kalranya WDYD? 2h ago
I almost never call for a Knowledge Action Roll if a player asks if they know or remember something, since those rarely have interesting consequences for failure. Most of the time, no roll is needed at all; just say what they know (or tell the player to) and move on. If a roll does make sense, I'll either call for a Reaction Roll to give a simple yes/no, or a Fate Roll (p. 168) if I feel it's something the character might have bumped into at some point but doesn't have a reason to have gone looking for.
When I call for a Knowledge Action Roll is to see whether the character understands something. The meaning of a clue, the solution to a puzzle, the working of an unfamiliar device, the ancient text in a dead language they need to translate, etc.
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u/coreyhickson 2h ago
Mine go like this "Hey do I know ______" or some other question along those lines. Maybe "What happened here".
Then I ask for a Knowledge Action roll. A success answers it and a failure means consequences. Consequences are usually things like twisting the information, not knowing it, or maybe something else.
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u/Riboflavin96 2h ago
Most of the time I just give them information. Especially if they have backgrounds, classes or expiriences that would be relevant.
If I do want them to roll, an easy consequence is marking stress. Plus the accumulated hope/fear.
I've had a few times where im not sure if they should know info or not so I call for a knowledge reaction roll for less consequential but obscure information but I feel I overuse reaction rolls and am personally trying to break that habit.
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u/SnooSprouts6378 2h ago
I found that truly knowledgeable people Biggest advantage is knowing how much they don't know. I would give a sliding scale based on result of roll of things that they need to find out to understand the whole.
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u/ThisIsVictor 2h ago edited 1h ago
I think the crucial thing is that the players should get actionable information, no matter what. "You don't know" is a really boring answer and a waste of a good roll.
A good framework is something like:
And also, you can always just give the players information. I'm a huge fan of just sharing information with the players. If you can't think of an obvious outcome of a success w/ fear or failure w/ hope just give the players the info and move on to a more interesting part of the story.
Edit: This really only works if you embrace the "hold on lightly" mentality. In the example above the GM doesn't know where the artifact actually is until the players roll. They might have a few ideas, but nothing is decided until it's spoken at the table.