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<blockquote data-quote="Philip Benz" data-source="post: 7898217" data-attributes="member: 6975782"><p>Capn, since I quoted from the middle of the other thread, and cited several of your examples, it seemed to me you would understand that I had indeed read it.</p><p></p><p>You ask, "why have an action cost if you never pay that cost?" That and your further examples show why Recall Knowledge used in combat is often <em>not an optimal solution</em>. Much better for players to try to use it outside of combat. But if they <em>do </em>suddenly think there's some important detail they missed, and it's in the thick of combat, the one-action cost shows that provisions have been made for them to try to do that. There is no problem here, it's working as intended.</p><p></p><p>And they can always try to Recall Knowledge <em>after</em> a fight is over, in preparation for the real possibility of facing more of these critters just down the next hallway.</p><p></p><p>Your "free monster check" is still possible if the PCs have a moment after seeing the critters and before initiative is rolled. If they don't have that moment, then one action in their first turn spent trying to lake a "monster check" isn't horribly crippling. It may be non-optimal, but it isn't crippling.</p><p></p><p>Note that Recall Knowledge checks are also at the heart of the Investigate activity of Exploration mode. Maybe they should just have called them "knowlege" checks, and chucked out the "recall" part, I dunno. But as I often run investigation-oriented adventures, I'm glad there is a system in place, even if it isn't as robust as I might have wished. "Half-baked"? It's a glass half full or half empty quandary.</p></blockquote><p></p>
[QUOTE="Philip Benz, post: 7898217, member: 6975782"] Capn, since I quoted from the middle of the other thread, and cited several of your examples, it seemed to me you would understand that I had indeed read it. You ask, "why have an action cost if you never pay that cost?" That and your further examples show why Recall Knowledge used in combat is often [I]not an optimal solution[/I]. Much better for players to try to use it outside of combat. But if they [I]do [/I]suddenly think there's some important detail they missed, and it's in the thick of combat, the one-action cost shows that provisions have been made for them to try to do that. There is no problem here, it's working as intended. And they can always try to Recall Knowledge [I]after[/I] a fight is over, in preparation for the real possibility of facing more of these critters just down the next hallway. Your "free monster check" is still possible if the PCs have a moment after seeing the critters and before initiative is rolled. If they don't have that moment, then one action in their first turn spent trying to lake a "monster check" isn't horribly crippling. It may be non-optimal, but it isn't crippling. Note that Recall Knowledge checks are also at the heart of the Investigate activity of Exploration mode. Maybe they should just have called them "knowlege" checks, and chucked out the "recall" part, I dunno. But as I often run investigation-oriented adventures, I'm glad there is a system in place, even if it isn't as robust as I might have wished. "Half-baked"? It's a glass half full or half empty quandary. [/QUOTE]
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