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Are knowledge skills worth it?
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<blockquote data-quote="Li Shenron" data-source="post: 2057090" data-attributes="member: 1465"><p>Bad sentence <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Why oh why do you have to "consistently hit DC 15"? I agree that DC 15 is for fairly common knowledge, not rare or obscure one, but still a 1st level character with a net +4 has a 50% chance to succeed each time he makes a check. Considering that the skill is intended as a "hint-provider", a 50% chance in not bad at all for such a 1st-level character (and +4 is far from a max-out). This sort of skills isn't to be thought like jump or concentration or disable device, where a failure really has a penalty, but IMHO it's a "positive" skill that gives you something more rather than avoiding something bad.</p><p></p><p>You are right that these skills can be completely unuseful if the DM forgets about them and never make you roll. This is true for other skills as well (a DM can quite easily render climb, swim, open lock, diplomacy, etc. useless), but it's more common for Knowledge. If you feel like they're underused, tell your DM that he's not using them enough.</p><p></p><p>We have lots of Knowledge rolls every session, although they're almost always Arcana, Religion and Local. Only sometimes we use the others, and this is in fact because many think they're too limited (Nobility, Geography) and so they don't take ranks. Probably with some effort you can make these useful as well if you expand what they cover. E.g. Geography doesn't have to cover only info about specific locations of the continent, but also could be used to:</p><p>- find generic locations nearby, such as the nearest cave where to rest or pool where to get water</p><p>- facilitate and speed-up travel by knowledge of the best routes</p><p>- help finding a specific flora or fauna*</p><p>- answer questions about races and cultures**</p><p>- know which kind of power rules over a country, and possibly who is in charge**</p><p></p><p>*may overlap with Nature: Geography would let you know that Belladonna grows in Neverwinter Woods, Nature would let you know that Belladonna grows in temperate forest and NWW is one of them</p><p>**may overlap with Local, but less specific and more encompassing</p><p></p><p>I just mentioned Geography because I've noticed in the past that very many players tend to think geography as knowledge about the names of mountains, lakes, rivers and at best where are the towns, but of course it's much more than that! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 2057090, member: 1465"] Bad sentence ;) Why oh why do you have to "consistently hit DC 15"? I agree that DC 15 is for fairly common knowledge, not rare or obscure one, but still a 1st level character with a net +4 has a 50% chance to succeed each time he makes a check. Considering that the skill is intended as a "hint-provider", a 50% chance in not bad at all for such a 1st-level character (and +4 is far from a max-out). This sort of skills isn't to be thought like jump or concentration or disable device, where a failure really has a penalty, but IMHO it's a "positive" skill that gives you something more rather than avoiding something bad. You are right that these skills can be completely unuseful if the DM forgets about them and never make you roll. This is true for other skills as well (a DM can quite easily render climb, swim, open lock, diplomacy, etc. useless), but it's more common for Knowledge. If you feel like they're underused, tell your DM that he's not using them enough. We have lots of Knowledge rolls every session, although they're almost always Arcana, Religion and Local. Only sometimes we use the others, and this is in fact because many think they're too limited (Nobility, Geography) and so they don't take ranks. Probably with some effort you can make these useful as well if you expand what they cover. E.g. Geography doesn't have to cover only info about specific locations of the continent, but also could be used to: - find generic locations nearby, such as the nearest cave where to rest or pool where to get water - facilitate and speed-up travel by knowledge of the best routes - help finding a specific flora or fauna* - answer questions about races and cultures** - know which kind of power rules over a country, and possibly who is in charge** *may overlap with Nature: Geography would let you know that Belladonna grows in Neverwinter Woods, Nature would let you know that Belladonna grows in temperate forest and NWW is one of them **may overlap with Local, but less specific and more encompassing I just mentioned Geography because I've noticed in the past that very many players tend to think geography as knowledge about the names of mountains, lakes, rivers and at best where are the towns, but of course it's much more than that! :) [/QUOTE]
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