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[d20 Modern] Rethinking Knowledge (tactics)
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<blockquote data-quote="The Shaman" data-source="post: 1890130" data-attributes="member: 26473"><p>As I understand it, the Knowledge skills in Modern were designed to be fairly broad – too many categories would result in highly specialized knowledge that might have limited application in the game. This is why we have Knowledge (physical sciences) instead of Knowledge (astronomy) <u>and</u> Knowledge (physics) <u>and</u> Knowledge (chemistry).</p><p></p><p>With this in mind, Knowledge (tactics) seems a bit narrowly constructed to me. Knowledge (tactics) is described in the MSRD as “(t)echniques and strategies for disposing and maneuvering forces in combat.” Applications of Knowledge (tactics) are further described in a <a href="http://www.wizards.com/default.asp?x=d20modern/bp/20030916a" target="_blank"><span style="color: blue">Bullet Points</span></a> article on the WotC boards and in a <a href="http://p209.ezboard.com/fthegamemechanicsfrm16.showMessage?topicID=141.topic" target="_blank"><span style="color: blue">post by Rich Redman</span></a> on the Game Mechanics’ forum.</p><p></p><p>I think the tight focus of Knowledge (tactics) could be opened up a bit. For example, in the original <em>Top Secret</em> role-playing game, there was a knowledge skill called “Military Science” that seems more along the lines of what I’m looking for. After looking through the curricula for military science academic programs in universities, I developed a first draft of a skill to replace Knowledge (tactics):</p><p></p><p><strong>Knowledge (military science)</strong>: <em>Military organization and administration, history and traditions, combat tactics and maneuver, logistics, and military justice.</em></p><p></p><p>Knowledge (military science) provides the same benefits outlined by the present rules and meets the prerequisite for any class ability, skill, or feat as the present Knowledge (tactics) skill. In addition, Knowledge (military science) has a number of other uses. For example:</p><ul> <li data-xf-list-type="ul"> a character with Knowledge (military science) observing another character in uniform can identify the country and branch of service (DC 15), the character’s rank (DC 20) and unit (DC 25), what service medals the character has won by her or his ribbons (DC 30), and that at least one of the ribbons is fake because the character couldn’t possibly have been present in the theatre of operations to receive it (DC 35)</li> <li data-xf-list-type="ul"> a character using Knowledge (military science) studying satellite photos of a military installation can identify that the installation is a fuel and weapons depot (DC 15) for mechanized infantry (DC 20) in at least battalion strength (DC 25)</li> </ul><p>Knolewledge (military science) shares synergies like that of the present Knowledge (tactics), but may have some other applications as well. For example:</p><ul> <li data-xf-list-type="ul"> Knowledge (military science) provides a synergy bonus to Knowledge (civics) for military justice including <em>courts martial</em> – anyone interested in playing a JAG attorney or NIS agent?</li> <li data-xf-list-type="ul"> Knowledge (military science) provides a synergy bonus to Knowledge (technology) for identifying the capabilities of a new weapons system</li> <li data-xf-list-type="ul"> Knowledge (military science) provides a synergy bonus to Knowledge (history) for the location of bunkers built for a battle decades ago</li> </ul><p>I haven't playtested this yet, but I may for an upcoming mini-campaign.</p><p></p><p>Your thoughts and comments would be appreciated.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 1890130, member: 26473"] As I understand it, the Knowledge skills in Modern were designed to be fairly broad – too many categories would result in highly specialized knowledge that might have limited application in the game. This is why we have Knowledge (physical sciences) instead of Knowledge (astronomy) [u]and[/u] Knowledge (physics) [u]and[/u] Knowledge (chemistry). With this in mind, Knowledge (tactics) seems a bit narrowly constructed to me. Knowledge (tactics) is described in the MSRD as “(t)echniques and strategies for disposing and maneuvering forces in combat.” Applications of Knowledge (tactics) are further described in a [url=http://www.wizards.com/default.asp?x=d20modern/bp/20030916a][color=blue]Bullet Points[/color][/url] article on the WotC boards and in a [url=http://p209.ezboard.com/fthegamemechanicsfrm16.showMessage?topicID=141.topic][color=blue]post by Rich Redman[/color][/url] on the Game Mechanics’ forum. I think the tight focus of Knowledge (tactics) could be opened up a bit. For example, in the original [i]Top Secret[/i] role-playing game, there was a knowledge skill called “Military Science” that seems more along the lines of what I’m looking for. After looking through the curricula for military science academic programs in universities, I developed a first draft of a skill to replace Knowledge (tactics): [b]Knowledge (military science)[/b]: [i]Military organization and administration, history and traditions, combat tactics and maneuver, logistics, and military justice.[/i] Knowledge (military science) provides the same benefits outlined by the present rules and meets the prerequisite for any class ability, skill, or feat as the present Knowledge (tactics) skill. In addition, Knowledge (military science) has a number of other uses. For example: [list][*] a character with Knowledge (military science) observing another character in uniform can identify the country and branch of service (DC 15), the character’s rank (DC 20) and unit (DC 25), what service medals the character has won by her or his ribbons (DC 30), and that at least one of the ribbons is fake because the character couldn’t possibly have been present in the theatre of operations to receive it (DC 35) [*] a character using Knowledge (military science) studying satellite photos of a military installation can identify that the installation is a fuel and weapons depot (DC 15) for mechanized infantry (DC 20) in at least battalion strength (DC 25)[/list] Knolewledge (military science) shares synergies like that of the present Knowledge (tactics), but may have some other applications as well. For example: [list][*] Knowledge (military science) provides a synergy bonus to Knowledge (civics) for military justice including [i]courts martial[/i] – anyone interested in playing a JAG attorney or NIS agent? [*] Knowledge (military science) provides a synergy bonus to Knowledge (technology) for identifying the capabilities of a new weapons system [*] Knowledge (military science) provides a synergy bonus to Knowledge (history) for the location of bunkers built for a battle decades ago[/list] I haven't playtested this yet, but I may for an upcoming mini-campaign. Your thoughts and comments would be appreciated. [/QUOTE]
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