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A case where the 'can try everything' dogma could be a problem
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<blockquote data-quote="MonkeezOnFire" data-source="post: 6671663" data-attributes="member: 6784845"><p>I find that most knowledge checks come from a player wanting to know more about something that is of personal interest to their character. What interests one character may not interest another so the piling on checks never really happen. For example in one of our games we had stumbled upon an alchemy lab. I was playing a wizard who is interested in such things so I went to investigate. Meanwhile the fighter, cleric and rogue were exploring other rooms. They never felt the need to chime in when I rolled a bit less than average on my arcana check simply because they felt their characters wouldn't be concerned enough about it. A similar situation occurred when our rogue failed a history check on a piece of treasure. I would have a higher bonus but I didn't join in because my character was interested in something else. </p><p></p><p>In most of my games I have found that knowledge gained that is necessary to proceed (like analyzing clues in the murder mystery example) can be gained in other ways as well. Most DMs have figured out that its not much fun if the adventure comes to a standstill because of a failed check so they build in an NPC who can lead the PCs in the right direction as a safety net. Because of this, we often don't feel the need to pile onto knowledge checks. </p><p></p><p>This is of course just my experience and YMMV based on DM and playstyle.</p></blockquote><p></p>
[QUOTE="MonkeezOnFire, post: 6671663, member: 6784845"] I find that most knowledge checks come from a player wanting to know more about something that is of personal interest to their character. What interests one character may not interest another so the piling on checks never really happen. For example in one of our games we had stumbled upon an alchemy lab. I was playing a wizard who is interested in such things so I went to investigate. Meanwhile the fighter, cleric and rogue were exploring other rooms. They never felt the need to chime in when I rolled a bit less than average on my arcana check simply because they felt their characters wouldn't be concerned enough about it. A similar situation occurred when our rogue failed a history check on a piece of treasure. I would have a higher bonus but I didn't join in because my character was interested in something else. In most of my games I have found that knowledge gained that is necessary to proceed (like analyzing clues in the murder mystery example) can be gained in other ways as well. Most DMs have figured out that its not much fun if the adventure comes to a standstill because of a failed check so they build in an NPC who can lead the PCs in the right direction as a safety net. Because of this, we often don't feel the need to pile onto knowledge checks. This is of course just my experience and YMMV based on DM and playstyle. [/QUOTE]
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