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Are knowledge skills worth it?
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<blockquote data-quote="Saeviomagy" data-source="post: 2058780" data-attributes="member: 5890"><p>I think some of the knowledges are useful. I think K:Architecture and engineering, K:local, k:royalty and nobility and k:geography are largely useless, which is a shame. K:local and k:geography are already covered by gather information and survival. K:royalty and nobility is covered by diplomacy and K:architecture is probably covered by some sort of craft skill - regardless, it gives no actual mechanical benefits. </p><p></p><p>Now - this is applies for the usual campaign. However I think even in a specialised campaign, you're still probably only going to see an occasional situation bonus out of any of these. I suppose that a particularly diligent and lenient DM could possibly make them useful, but somehow I doubt it.</p><p></p><p>I think it behooves a party to have the knowledge skills available. I think it's a very good idea to make sure that each knowledge skill (of arcana, religion, nature, planes and dungeoneering) is owned by at least one member of the party.</p><p></p><p>Finally, I think the following changes should probably be made to the various knowledge skills:</p><p>Knowledge skills should identify appropriate creatures, based on context rather than classification. Why is a mind flayer identified with K:dungeoneering? An ogre mage with K:Nature? A retreiver with K:arcana? A doppleganger with K:nature? K:religion can't identify an angel or a devil?</p><p>So - when you think of a monster, simply pick the most appropriate skill, and allow skill overlaps. K:nature should still ID an ogre mage, but so should K:arcana. K:urban (see below) should be able to identify ghouls, vampires, dopplegangers etc. K: religion should probably be able to identify some of the outsiders (specifically those allied and opposed with the religion in question).</p><p></p><p>Change the various knowledges so they are location based. Combine K:royalty and nobility, K:architecture and engineering and K:Local into K:Urban. Drop K:Geography - just assume that people know the names of various kingdoms.</p><p></p><p>Add the knowledges to the lists of every class.</p><p></p><p>I think these changes will add a lot of value to the knowledge skills, and encourage their use by all parties.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 2058780, member: 5890"] I think some of the knowledges are useful. I think K:Architecture and engineering, K:local, k:royalty and nobility and k:geography are largely useless, which is a shame. K:local and k:geography are already covered by gather information and survival. K:royalty and nobility is covered by diplomacy and K:architecture is probably covered by some sort of craft skill - regardless, it gives no actual mechanical benefits. Now - this is applies for the usual campaign. However I think even in a specialised campaign, you're still probably only going to see an occasional situation bonus out of any of these. I suppose that a particularly diligent and lenient DM could possibly make them useful, but somehow I doubt it. I think it behooves a party to have the knowledge skills available. I think it's a very good idea to make sure that each knowledge skill (of arcana, religion, nature, planes and dungeoneering) is owned by at least one member of the party. Finally, I think the following changes should probably be made to the various knowledge skills: Knowledge skills should identify appropriate creatures, based on context rather than classification. Why is a mind flayer identified with K:dungeoneering? An ogre mage with K:Nature? A retreiver with K:arcana? A doppleganger with K:nature? K:religion can't identify an angel or a devil? So - when you think of a monster, simply pick the most appropriate skill, and allow skill overlaps. K:nature should still ID an ogre mage, but so should K:arcana. K:urban (see below) should be able to identify ghouls, vampires, dopplegangers etc. K: religion should probably be able to identify some of the outsiders (specifically those allied and opposed with the religion in question). Change the various knowledges so they are location based. Combine K:royalty and nobility, K:architecture and engineering and K:Local into K:Urban. Drop K:Geography - just assume that people know the names of various kingdoms. Add the knowledges to the lists of every class. I think these changes will add a lot of value to the knowledge skills, and encourage their use by all parties. [/QUOTE]
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