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Challenge: Make Knowledge Skills Useful

Norfleet

First Post
The interesting thing is that, in cases of a known monster, I.E., something equivalent to something documented in a monster manual, a PLAYER can very quickly learn a great deal about a monster....and surely you're not saying that players of games are high-level people with many ranks in knowledge skills of monsters for many different game systems.

Similarly, should a character encounter any sort of documentation on monsters of a known type, wouldn't that character, with only a few hours of cursory study, likely have committed much of the thing to memory, without having expended skillpoints on it? The idea that a simple knowledge skill of the like consumes such a HUGE opportunity cost, namely, 1 SP/lvl, an entire skill, seems rather steep. After all, if you, a player, can easily commit to memory the statistics of several dozen common, and uncommon, monsters, without any loss of personal ability, doesn't it stand to follow that a character of reasonable intelligence can do the same?

Of course, if it's a totally unknown and unheard of monster, never before encountered by any known sentient being(read: The DM made it up on the spot), then no amount of knowledge skill can help, obviously, since there's simply nowhere a character(or player) could possibly have acquired such information.

Really, to represent the opportunity cost involved in taking even trace amounts of knowledge skill, even a few points would make someone into effectively a walking encyclopedia on the matter. Think about it: If I took a knowledge skill in something, I'd effectively have traded an entire ability for it: Spot makes a good example. That knowledge skill would mean I've studied the matter so hard and in such extensive detail that I've got the information permanently burned into my eyes like on an old monitor. That's a pretty massive opportunity cost, considering that normal people, without having sacrificed anything, can easily have learned a great deal of obscure, even specialist knowledge, more so than can be explained away with "untrained", particularly as knowledge is "Trained only".

And the idea that the DC of knowledge associated with monsters INCREASES with HD is silly. The more powerful a monster is, the more infamous it becomes, yes? Even a novice player can quickly regurgitate the strengths and weaknesses of something as infamous as a red dragon. That same player would be hard-pressed to regurgitate the same statistics of something of much lower HD, but whose name I cannot recall, which simply goes to underscore my point.

This backwards phenomenon is not an uncommon occurrence with monster-knowledge skills across multiple game systems: The idea that more powerful monsters are somehow harder to have knowledge of, which is simply absurd: The more powerful something is, the greater its infamy level, and the easier it is to know about it. You'd have to score the monsters in order of obscurity: Ironically, the most obscure monsters are those of mid-level power: I'm sure everyone and their dog can cough up specs on a dragon or an orc, but pick some mid-level monster, and most people probably won't remember much about it.
 

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Li Shenron

Legend
Norfleet said:
The interesting thing is that, in cases of a known monster, I.E., something equivalent to something documented in a monster manual, a PLAYER can very quickly learn a great deal about a monster....and surely you're not saying that players of games are high-level people with many ranks in knowledge skills of monsters for many different game systems.

Similarly, should a character encounter any sort of documentation on monsters of a known type, wouldn't that character, with only a few hours of cursory study, likely have committed much of the thing to memory, without having expended skillpoints on it? The idea that a simple knowledge skill of the like consumes such a HUGE opportunity cost, namely, 1 SP/lvl, an entire skill, seems rather steep. After all, if you, a player, can easily commit to memory the statistics of several dozen common, and uncommon, monsters, without any loss of personal ability, doesn't it stand to follow that a character of reasonable intelligence can do the same?

Of course, if it's a totally unknown and unheard of monster, never before encountered by any known sentient being(read: The DM made it up on the spot), then no amount of knowledge skill can help, obviously, since there's simply nowhere a character(or player) could possibly have acquired such information.

...

I think the problem is that players own the Monster Manual and other books. How could a DM forbid a player to buy/read such a source, apart that he can rule the books cannot be read during gameplay of course? I think the use of Knowledge must be made instead useful for totally new monsters, and DM-brewed creatures: a PC with high rank in the Knowledge appropriate for the monster's type should be able to use it to guess some of the unknown monster's abilities.

Furthermore, for instead very commonly known monsters, such as something the PCs have met hundreds of already, the skill should be allowed to identify even some of the stats scores, like identifying that this group of Orcs are stronger that average, or tougher, or more dexterous.

And the idea that the DC of knowledge associated with monsters INCREASES with HD is silly. The more powerful a monster is, the more infamous it becomes, yes? Even a novice player can quickly regurgitate the strengths and weaknesses of something as infamous as a red dragon. That same player would be hard-pressed to regurgitate the same statistics of something of much lower HD, but whose name I cannot recall, which simply goes to underscore my point.

This backwards phenomenon is not an uncommon occurrence with monster-knowledge skills across multiple game systems: The idea that more powerful monsters are somehow harder to have knowledge of, which is simply absurd: The more powerful something is, the greater its infamy level, and the easier it is to know about it. You'd have to score the monsters in order of obscurity: Ironically, the most obscure monsters are those of mid-level power: I'm sure everyone and their dog can cough up specs on a dragon or an orc, but pick some mid-level monster, and most people probably won't remember much about it.

What you say it is right, but at the same time it is likely that weak monsters are much more common, therefore easy to learn about, than powerful ones. If nearly everyone have seen dozens of animal species, how many have ever seen the Tarrasque, and be able to learn about its features (and later be able to tell someone about them ;) )? It may be a world-famous monster, but probably the gossip about it are based on legends only.
 

BVB

First Post
Any Knowledge-X of at least five ranks should provide a +2 synergy bonus to Bluff when you're trying to pass a lie about that particular topic. (Likewise with Disguise or other similar situations). For example, McDingle has studied the local church heirarchies (Knowledge-Religion 5 ranks) and is trying to convince the guard that McDingle really is the bishop's nephew scheduled for an audience. (Knowing that the bishop's family are redheads, he also applies the appropriate hair Disguise elements.) Or the group is trying to Decipher an ancient text that provides additional blueprint information about a castle's construction, and Mr. Smartypants just happens to notice that some of it looks suspiciously like what turned up in his Knowledge-Engineering studies.

I can imagine an expert Bluffer with a smattering of all the knowledge fields sitting at a bar and telling wild stories about any tangent that comes up in conversation. Just call him Cliff. His best buddy is Norm, a *serious* ale enthusiast...
 

Spatzimaus

First Post
Having Knowledge skills that overlap is fine, as long as you don't let them stack. Just use the highest skill that deals with the subject.

We're definitely straying into House Rules territory, so here goes.

***HOUSE RULE***

It's all about synergy. Craft, Knowledge, and Profession skills each have specific uses in their own right, but they also help other skills out.

STEP 1: Figure out which skill to use for the skill check.
STEP 2: The DM assigns a "synergy threshold". Default is 5 ranks. If the task is particularly easy or it's something intimately related to your background, it might decrease to 4 or even 3, while if it's something totally foreign to you it might increase to 6 or 7. Most of the time, just leave it at 5.
STEP 3a: When making any skill check, if one of your Craft skills has anything to do with the check in question AND that skill is over the threshold, you gain a +2 Craft Synergy bonus. If the DM rules that the skill is very related to the skill check and you have twice as many ranks as the threshold, the bonus increases to +4.
You can't claim synergy bonuses from multiple Craft skills, just use the one that gives the highest bonus. If the skill in Step 1 is a Craft skill, you can claim synergy from one other related Craft skill.
STEP 3b: Same as 3a, except replace Craft with Knowledge.
STEP 3c: Same again, except using Profession.

Bob the Horizon Walker wants to convince some pirates he's just a simple sailor on the ship they're raiding. This is a Bluff check, but thankfully Bob has a bunch of skills that help out here.
(DM leaves the threshold at 5 ranks)
Craft: None of his craft skills he has help here.
Knowledge: He's got Knowledge (geography) 10 ranks, which gives a +4 synergy bonus if the DM rules it's applicable. The DM says it's okay to claim some synergy (it DOES deal with the area he's in), but that it's not "closely related", so he can only claim the +2 bonus. He has other Knowledge skills too, but since none of them is over 10 ranks they couldn't give a higher bonus, so it doesn't really matter whether they apply or not.
Profession: Once upon a time he really WAS a sailor, so he has 5 ranks of Profession (sailor), which is another +2.

So, he gets a +4 bonus to the Bluff check thanks to his other skills.

It helps if you add "racial skills" from these categories, that are always class skills for someone of that race. So, Knowledge (Elf) is a class skill for all Elves, regardless of class, and covers traditions, history, religions, nobility, geography, etc. but only in regards to Elves. You could do the same for Craft and Profession, but practically every class already has all these as class skills.
The problem is that this makes things like Loremaster a bit easier to get into, but that's not too terrible.

***/HOUSE RULE***
 
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FrankTrollman

First Post
Identify a Dragon and its special powers/weaknesses: DC:10+HD

OK, that's just dumb.

Baby dragons tend to have similar powers/weaknesses to adult dragons. But they look less distinguishable, on account of being neotic.

Consider the Black Dragon: When he becomes old, long exposure to his own internal corrosives eats away at the less resilient portions of his body - leaving him a skeletal appearance. That's why the Black Dragon is sometimes called the "Skull Dragon". Early in life, though, he's just a dark scaled creature. He could pass for a baby shadow dragon or mountain dragon or even a blue dragon who happens to have an underdeveloped nasal horn.

The powers are nearly identical in the baby and the adult. They just get bigger - and the distinguishing features become more pronounced.

Setting DCs to identify creatures up when the hit dice go up is completely backwards.

----

And that holds for all the other creatures, too. Quick show of hands: who here knows what Balors do? And again: but for Hezrou?

The bigger creatures are more important. As things become more important, less study in that field is needed to come across information about it.

Consider your own personal "Knowledge: History" as relates to the Nazis. How many of you know who Hitler was? How many of you know who Albert Speer was?

And so on. Adding the hit dice to the DC to identify a creature is completely and totally backwards.

-Frank
 

Nail

First Post
FrankTrollman said:
Consider your own personal "Knowledge: History" as relates to the Nazis. How many of you know who Hitler was? How many of you know who Albert Speer was?

And so on. Adding the hit dice to the DC to identify a creature is completely and totally backwards.

-Frank
Whoa! Frank's on a tear!

Good points, all of them. It looks like using HD to scale won't work....how about a fuzzier term, like "legendary", "common", and "rare"? Then assign the DC based on that.

"Legendary" DC = 10 (know the basic info, allong with some erroneous details)
DC = 15 (know which of those basic details are likely false)
DC = 20 (know several of the creature's major powers and abilities)

then, if some thing is "Rare", you increase these DCs by a set amount. Say = +10.

Frank's right: HD shouldn't enter into it.
 

Mistwell

Crusty Old Meatwad (he/him)
Regarding taking 10: I have never seen any rule that says you cannot take 10 on a knowledge check. Knowledge checks are your ability to recall something you have stuidied. Therefore, it makes sense that it can be random, since your memory can be random, and it also makes sense that taking a moment to calming think about it would get you an average amount of information recalled.

Using a knowledge skill to determine the weaknesses or special strengths of a monster, when you encounter the monster, is a threatening situation. Therefore, you cannot take 10...hopefully the sudden sight of the monster will bring up long forgotten information in your brain, but maybe the sight of it will cause brain freeze and you can't remember anything. It's a roll.

On the other hand, if you look at a drawing of that monster while calming sitting down and thinking about it, I think it is perfectly reasonable that you be able to take 10 to recall information. You don't have the event itself smacking you in your face causing a sudden amazing recollection (which would be rolling a natural 20), but you recall the basics about that creature.

You could also use magic to help you recall information. Assume you have a spell that adds +10 to your next skill check, and you use it for a knowledge check. I would think the effect of the +10 is that you're able to recall something you have really forgotten, something you only heard in passing and never made any real serious attempt to memorize, a footnote in a book from 10 years ago or an offhand comment of a teacher. The magic helps your memory.

I see no reason to treat knowledge checks as a special kind of skill. You can take 10, you can use magic, whatever.

On another note: Thanks to everyone who has contributed some DCs. Please keep them coming! And if you know of any published sources for additional DCs, please let me know!
 
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BVB

First Post
FrankTrollman said:
OK, that's just dumb. ...

Hey hey HEY!
As a guy who has himself been on the receiving end of the There's-No-Need-To-Be-Insulting chastisement, it behooves me to remind you to not stoop to that sort of behavior. Shame on you! If you can't say it nicely, don't say it at all.

Personally, I'm OK with the occasional blunt observation of stupidity, but I can't stand by idly and let someone else get away with it when I can't.
 

Al

First Post
My take as a DM is a sort of 'passive' approach to Knowledge skills, much like Sense Motive ('you aren't sure he's being entirely honest') and Listen ('you hear something behind you').

Essentially, when a PC comes across something where his knowledge might be useful and relevant, I might slip in a few extra details, depending on his Knowledge check. There are no hard and fast DCs, for all the reasons outlined by FrankTrollman, but it can help the PC no end just to know a few extra tidibits.

For example, when meeting a local mage, Knowledge (arcana) might give you some of his hobbies, prejudices and idiosyncracies, which, if brought up in conversation, might get a synergy bonus to Diplomacy; alternately, he might have a vicious dislike of dwarves, so the PCs would know not to take the dwarven fighter to their meeting. Knowledge (local) might know something of a crime gang that the PCs are up against: a rough guess at their membership composition, common tactics, enemies and even (with a high DC) some of their safehouses. Particularly at high levels, Knowledge can come to the fore. If the PCs are told to retrieve the Staff of Dalsturn the Red, Knowledge (history) could come into play with legends that the Staff was sealed beneath seven layers of dungeon, trapped with magical spells capable of summoning great elementals and finally guarded by the lich of Dalsturn himself. The PCs could then prepare appropriately. In an intrigue-based campaign, if the PCs are working against Lord Fontaine, Knowledge (nobility) might be able to work out his key allies and enemies, so the PCs know who to and who not to trust.

The extent of the use of the Knowledge skills are based primarily on the DM- a good DM can make the use of Knowledge skill a valuable tool in the PCs' arsenal.
 

Mistwell

Crusty Old Meatwad (he/him)
While I appreciate the outlook of people who feel Knowledge skill is a passive, DM-driven, fuzzy skill that doesn't need DCs...that really isn't what this thread is about.

I am starting with the assumption that Knowledge skills are important and useful ACTIVE skills that a PC can use. It's not just a role playing tool that the DM can use to leak plot info to the PCs. It's not just "something that comes up" as random chance - IE the DM - decides it plays a role. They are skills that the PC can take ranks and bonuses in for the purpose of USING them, actively, to obtain information that will help the PCs when they want and need that help.

If you house rule the knowledge skills to be passive, more power to you. But honestly, that isn't what I am looking for. I am looking for DCs that PCs can hit to get information. I am looking for DCs for a Player to on their own make a roll against, such as "I am making a knowledge check to see what information I can recall from my extensive studies of arcana about magic items that resemble this one". If they get a high roll, I want to know what that means. I don't want it to be a situation where the DM often says "you cannot tell anything about it" merely because the DM had not prepared for that eventuality or feels that reveals the plot in a manner that the DM had not intended. A good DM will roll with the punches, and be able to come up with "You notice a small green ribbon around the top of the flask. You recall that Druids of the Darkwood Forest often wrap such ribbons around their healing potions to identify them," when the PC rolls very well for such a check.
 

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