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<blockquote data-quote="Mondobone" data-source="post: 6769966" data-attributes="member: 6805319"><p>I don't find knowledge checks especially useful, honestly. I think it takes a lot of effort on the part of the DM to purposefully add in uses for knowledge checks, and unfortunately, they've removed a lot of cool ones. Like knowledge of masonry used to actually be really useful if you wanted to destroy a building, or just avoid being destroyed by a building, and that's just sorta gone. What's left is pretty much three checks that are almost entirely to find monster weaknesses and abilities that I feel you don't really need to know immediately, and one check for world lore (which is sometimes pretty useful still during RP).</p><p></p><p></p><p></p><p>Except, objectively, this particular statistic used to be more important for non-int-primary classes. That was removed, and now it has nothing. And even then, just because it's been that way for 40 years doesn't mean it's good. Can we really call even 3.5 "good"? Fun to play, sure, but it's completely riddled with flaws by most people's standards. I don't think we can ever say that every attribute is going to be equally useful for every class, but as it is there are very few (if any, for some classes) reasons to not use a 15/15/15/8/8/8 array. In fact, I would say that with how stats are arranged now, with power flattened and all the BAB and buffs and whatnot removed, attributes are more important than ever before to attempt to max out. Yet they have also become much harder to come by, potentially taking all five of your also much rarer feats to reach 20 in just one or two. Taking anything but a 14 or 15 in your important statistics (whatever those happen to be for your class) can be pretty crippling, 'cause you're always gonna be starved for modifiers.</p><p></p><p>And I think that's actually the big difference between now and then. Rather than int losing uses (which it did), the uses it had became less important relative to your other options. Even looking at it the other way, as a wizard in 3.5, you probably didn't want a strength of 8 because you'd barely be able to carry your spellbook, much less anything else. But now, it's a lot harder to justify putting anything into strength when dex, con, and int are all very important. It's the scarcity of attributes that makes this a problem compared to earlier editions, on top of int in particular also losing relevance.</p><p></p><p></p><p></p><p>I think that could be major enough to warrant use, yeah. It would at least be as important as wisdom and charisma are to a martial class at that point.</p><p></p><p></p><p></p><p>What exactly counts as a "brilliant plan"? Like what plans do your guys' players even come up with? I think the most clever thing I've seen from my players was pushing rocks on a giant centipede as it left its hole. They sometimes plan to retreat. Could you give me some examples of complex plans that players aren't allowed to come up with?</p></blockquote><p></p>
[QUOTE="Mondobone, post: 6769966, member: 6805319"] I don't find knowledge checks especially useful, honestly. I think it takes a lot of effort on the part of the DM to purposefully add in uses for knowledge checks, and unfortunately, they've removed a lot of cool ones. Like knowledge of masonry used to actually be really useful if you wanted to destroy a building, or just avoid being destroyed by a building, and that's just sorta gone. What's left is pretty much three checks that are almost entirely to find monster weaknesses and abilities that I feel you don't really need to know immediately, and one check for world lore (which is sometimes pretty useful still during RP). Except, objectively, this particular statistic used to be more important for non-int-primary classes. That was removed, and now it has nothing. And even then, just because it's been that way for 40 years doesn't mean it's good. Can we really call even 3.5 "good"? Fun to play, sure, but it's completely riddled with flaws by most people's standards. I don't think we can ever say that every attribute is going to be equally useful for every class, but as it is there are very few (if any, for some classes) reasons to not use a 15/15/15/8/8/8 array. In fact, I would say that with how stats are arranged now, with power flattened and all the BAB and buffs and whatnot removed, attributes are more important than ever before to attempt to max out. Yet they have also become much harder to come by, potentially taking all five of your also much rarer feats to reach 20 in just one or two. Taking anything but a 14 or 15 in your important statistics (whatever those happen to be for your class) can be pretty crippling, 'cause you're always gonna be starved for modifiers. And I think that's actually the big difference between now and then. Rather than int losing uses (which it did), the uses it had became less important relative to your other options. Even looking at it the other way, as a wizard in 3.5, you probably didn't want a strength of 8 because you'd barely be able to carry your spellbook, much less anything else. But now, it's a lot harder to justify putting anything into strength when dex, con, and int are all very important. It's the scarcity of attributes that makes this a problem compared to earlier editions, on top of int in particular also losing relevance. I think that could be major enough to warrant use, yeah. It would at least be as important as wisdom and charisma are to a martial class at that point. What exactly counts as a "brilliant plan"? Like what plans do your guys' players even come up with? I think the most clever thing I've seen from my players was pushing rocks on a giant centipede as it left its hole. They sometimes plan to retreat. Could you give me some examples of complex plans that players aren't allowed to come up with? [/QUOTE]
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