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Advice on Visiting a Foreign Land
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<blockquote data-quote="Quickleaf" data-source="post: 2406822" data-attributes="member: 20323"><p>Here's what I've come up with so far...</p><p></p><p>Upon entering a new culture/nation/plane, your knowledge skills are restricted by "acclimation" any time you make a knowledge check regarding a <em>unique element</em> of the new land. Checks dealing with common phenomena or things your character is already familiar with are unaffected. </p><p></p><p><strong>Acclimation:</strong> Upon arriving in the foreign culture, you cannot make a knowledge skill check regarding a unique/foreign element. Either you must learn about the culture through role-playing, or you must spend a week acclimating. After each week, you may make a check in a single Knowledge skill you wish to acclimate. The DC of this check is shown below. If successful, that Knowledge skill is considered acclimated for you, and you may use it as normal, even in regard to unique/foreign elements.</p><p></p><p>Certain knowledges, like Geography, History, Law, Local, and Nobility cannot be used at all in a foreign culture until they're acclimated. These skills are intimiately tied to the culture/region in which they are being used.</p><p></p><p>Other knowledges, like Arcana, Architecture/engineering, Dungeoneering, Nature, Religion, and The Planes have limited use in a foreign culture. They include knowledge of some elements which are univeral, regardless of culture.</p><p></p><p><strong>DC.......Type of Culture</strong></p><p>20..........Many similarities to base culture; neighboring province</p><p>25..........Remote similarities to base culture; neighboring nation</p><p>30..........Distant culture; halfway across the world</p><p>40..........Radically different culture; non-human or totally opposing values</p><p></p><p><em>A GM could always adjust this scale to a more local game, with DC 20 representing a different tribe, city, or even social class. Alternately, in a plane-spanning game, DC 20 might represent the PCs' entire home plane.</em></p><p></p><p>For example, a PC from Waterdeep with Knowledge (Nature) is en route to the gilded city of Samarkand. The PC spots an incoming storm moving with unusual speed and he decides to dig a pit in the ground to weather the storm. When the storm hits, a sand dune collapses on top of him, nearly killing him. If the PC had acclimated his Knowledge (Nature) skill, he could have made a check to remember not to seek shelter near a sand dune during a storm.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 2406822, member: 20323"] Here's what I've come up with so far... Upon entering a new culture/nation/plane, your knowledge skills are restricted by "acclimation" any time you make a knowledge check regarding a [i]unique element[/i] of the new land. Checks dealing with common phenomena or things your character is already familiar with are unaffected. [b]Acclimation:[/b] Upon arriving in the foreign culture, you cannot make a knowledge skill check regarding a unique/foreign element. Either you must learn about the culture through role-playing, or you must spend a week acclimating. After each week, you may make a check in a single Knowledge skill you wish to acclimate. The DC of this check is shown below. If successful, that Knowledge skill is considered acclimated for you, and you may use it as normal, even in regard to unique/foreign elements. Certain knowledges, like Geography, History, Law, Local, and Nobility cannot be used at all in a foreign culture until they're acclimated. These skills are intimiately tied to the culture/region in which they are being used. Other knowledges, like Arcana, Architecture/engineering, Dungeoneering, Nature, Religion, and The Planes have limited use in a foreign culture. They include knowledge of some elements which are univeral, regardless of culture. [b]DC.......Type of Culture[/b] 20..........Many similarities to base culture; neighboring province 25..........Remote similarities to base culture; neighboring nation 30..........Distant culture; halfway across the world 40..........Radically different culture; non-human or totally opposing values [i]A GM could always adjust this scale to a more local game, with DC 20 representing a different tribe, city, or even social class. Alternately, in a plane-spanning game, DC 20 might represent the PCs' entire home plane.[/i] For example, a PC from Waterdeep with Knowledge (Nature) is en route to the gilded city of Samarkand. The PC spots an incoming storm moving with unusual speed and he decides to dig a pit in the ground to weather the storm. When the storm hits, a sand dune collapses on top of him, nearly killing him. If the PC had acclimated his Knowledge (Nature) skill, he could have made a check to remember not to seek shelter near a sand dune during a storm. [/QUOTE]
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