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Are knowledge skills worth it?
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<blockquote data-quote="HalWhitewyrm" data-source="post: 2057579" data-attributes="member: 4046"><p>I LOVE Knowledge skills; they're right up there with Feats and PrCs as my favorite elements of the 3.0/3.5 rules of the game. Unfortunately, they do tend to get the shaft by most players I know, including my own. Here's a little system I devised to help foster Knowledge skills in my games.</p><p></p><p>IMO, the biggest problem faced by Knowledge skills is that they share a pool of skill points with other "more useful" skills like Hide, Listen, Spot, etc. So, I fixed that in the following manner:</p><p>1- First of all, everyone has access to a Knowledge skill as class skill. If the class doesn't have Knowledge skills in its class skill list, I allow the player to choose any one of his/her choice (seen a Fighter with Knowledge (Arcana)?).</p><p>2- After everyone has spent their skill points, they get "Knowledge Points" equal to their Int score. These can <u>only</u> be spent on Knowledge skills.</p><p>3- At every level raise, they get their usual skill point allotment depending on the class, and then they get "Knowledge Points" equal to their Int modifier (if positive, min. 1 KP) that can only be spent on Knowledge skills.</p><p>4- KPs are not retroactive if there is an increase in Int.</p><p></p><p>So far it has worked wonders, and has really enlivened the campaign with the PCs choosing your usual Knowledge skills (Arcana, Religion, Nature, etc.), but also venturing into more specific/esoteric topics (I have a PC with Knowledge [Cooking]!). I try my best to have Knowledge skills play a part of the game, either by direct skill checks, or by indirect knowledge the PCs have that the players don't.</p><p></p><p>One suggestion from above I liked was making Bardic Knowledge a specialized Knowledge skill, ie. Knowledge (Lore), and allowing it to be affected by synergies from other Knowledge skills. I'll have to playtest to see if I allow it to be raised with skill points/KPs or not.</p><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="HalWhitewyrm, post: 2057579, member: 4046"] I LOVE Knowledge skills; they're right up there with Feats and PrCs as my favorite elements of the 3.0/3.5 rules of the game. Unfortunately, they do tend to get the shaft by most players I know, including my own. Here's a little system I devised to help foster Knowledge skills in my games. IMO, the biggest problem faced by Knowledge skills is that they share a pool of skill points with other "more useful" skills like Hide, Listen, Spot, etc. So, I fixed that in the following manner: 1- First of all, everyone has access to a Knowledge skill as class skill. If the class doesn't have Knowledge skills in its class skill list, I allow the player to choose any one of his/her choice (seen a Fighter with Knowledge (Arcana)?). 2- After everyone has spent their skill points, they get "Knowledge Points" equal to their Int score. These can [U]only[/U] be spent on Knowledge skills. 3- At every level raise, they get their usual skill point allotment depending on the class, and then they get "Knowledge Points" equal to their Int modifier (if positive, min. 1 KP) that can only be spent on Knowledge skills. 4- KPs are not retroactive if there is an increase in Int. So far it has worked wonders, and has really enlivened the campaign with the PCs choosing your usual Knowledge skills (Arcana, Religion, Nature, etc.), but also venturing into more specific/esoteric topics (I have a PC with Knowledge [Cooking]!). I try my best to have Knowledge skills play a part of the game, either by direct skill checks, or by indirect knowledge the PCs have that the players don't. One suggestion from above I liked was making Bardic Knowledge a specialized Knowledge skill, ie. Knowledge (Lore), and allowing it to be affected by synergies from other Knowledge skills. I'll have to playtest to see if I allow it to be raised with skill points/KPs or not. Hope this helps. [/QUOTE]
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