recollecting knowledge

Pathfinder 2nd Edition has been out for nearly four months now, and we have just begun Book 2 of Age of Ashes! It's been fascinating watching, in real time, everyone start to understand the system more and more. Maybe spending your whole turn swinging wildly isn't the best use of tactics. Maybe some of those skills that you allocated seemingly at random would be better spent in other ways. That feat that you thought was useless? Maybe there's a reason for it!

Regardless, seeing everyone grow in system mastery has been a lovely thing. I am looking forward to seeing more as our games continue.

On that note, I want to talk about a special action in the rulebook that we have used, but is somewhat... vague. I wanted to lay down some ground rules about the Recall Knowledge action - specifically, what you can learn with it. To begin, I want to remind everyone how I will be running it at the table:

    1. The DM makes a Secret roll against the creature. The DC is based on the level and rarity of the creature.
    2. A success allows you to ask for one piece of information.
    3. A critical success allows you to ask for two pieces of information.
    4. A failure earns you nothing.
    5. A critical failure allows you to ask for one piece of information, but the DM will give you the wrong answer.

The issue we've been somewhat running into is... what can we ask about? So, that said, let's talk about your options! You can ask...

  • Highest saving throw
  • Lowest saving throw
  • Resistances (if any) [this includes immunities]
  • Weaknesses (if any)
  • A single special ability

I hope that this makes things easier at the table! I look forward to more use of this action to target foes where they are weakest and striking!

Everyone stay warm and dry, the snow is on its way!

-Dungeon Master