Active Information, Passive Knowledge

Active Information, Passive Knowledge

Information is vitally important to a tabletop game (games in general, but hey –we’re talking 4e D&D here).  Information drives action;  Players perform the actions based on the information that they recieve.  Pretty obvious, right?  Then why is it still so typical for us to hide information that will create action behind dice rolls?

Yes, the infamous knowledge check.  I feel that knowledge checks only exist as a legacy tradition.  Knowledge checks exist because we are taught that in roleplaying games that everything a player gets must be earned in some way.  You can’t just tell the character info that he would know;  he needs to make a history check and not roll abysmally.  I think every GM has at least one story where players were locked out of some great piece of story because of a bad knowledge roll.  It’s happened to me for sure.  What happens when that critical roll gets flubbed is that the players are cut off from the information that leads to interesting actions.  Once dennied access to this information by a die roll, the game temporarily floundered while they tried to find something else, or you as GM broke down and gave them the information.

What I’m getting at is simple:  Stop making knowledge rolls!  The only time it could be appropriate is within a skill challenge.  But in the course of gathering information of the game, what you need to do is determine about information is :

  • How obscure is the knowledge?
  • Who should “receive” the knowledge, if anyone?

If it’s incredibly rare, than you can determine that no one knows it.  Not rolling for knowledge checks does prevent PCs for randomly having some obscure esoteric fact, but that wild shot of information is not worth what you gain with the use of Passive Knowledge.

That is the simple solution.  With very little tweaking, we can get a feel on a character’s expertise on a subject.  Just add 10 to the current knowledge skill and then compare the PCs’ scores with that rating you’ve given it.  Who is going to recieve the information is usually easy;  give it to whoever has the highest rating.  This rewards people for putting theirr points in certain skills and letting them build their expertise.

I’ve been using this in my games lately, and I love it. My games move at a much better pace now that players aren’t wandering aimlessly in search for the information that I want to give them;  PCs can feel not only like combat gods, but also experts of the arcane arts or history.  They’ve already told me that’s what they want when they put it on their sheet and this approach explicitly rewards that.
So have you tried something like this in your game?  How do you handle the flow of information in your 4e D&D games?

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About the Author

A Jack of All Trades ,or if you prefer, an extreme example of multi-classing, Gamefiend, a.k.a Quinn Murphy has been discussing, playing and designing games straight out of the womb. He is the owner and Editor-in-Chief of this site in addition to being an aspiring game designer. As you would assume, he is a huge fan of 4e. By day he is a technologist. Follow gamefiend on Twitter