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How do you use knowledge skills?
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<blockquote data-quote="Voadam" data-source="post: 3853796" data-attributes="member: 2209"><p>How do you use knowledge skills in your game?</p><p></p><p> </p><p></p><p>How do you actually implement this skill in your games?</p><p></p><p>Is the skill a bonus that aids the player's gaps in knowledge on the subjects?</p><p></p><p>Is the existence of the skill a limit for characters that don't invest in it?</p><p></p><p>Do you have a problem with a player playing a knowledgeable character with no knowledge skill points (such as a tiefling fighter who knows the politics of hell and the DR type vulnerabilities among the hierarchy of devils)?</p><p></p><p>I generally eyeball a character's concept and history, in-game experiences and general investment of skill points/mechanical end number to see if I impart to the player information I think his character would know that he doesn't. The mechanics at the end are the least important part for me. I often don't even roll and just go with my gut on whether the information seems appropriate for the character or not. Determining DCs and then rolling just adds in randomness after I have to make a primary judgment on appropriateness of the information anyway. </p><p></p><p>For instance I had a pc playing a dwarven cleric of a knowledge god in my game. He had a metal domain and was the son of a dwarven silversmith with a lot of smithing skill himself. In the game he came across some ancient metal weapons and I didn't even look at his knowledge skills, I gave him some cool info on arsenic bronze and the dangerous smithing techniques it required that added to the atmosphere of the game and was inline with his character. </p><p></p><p>I also find monster info is a tough call on what is appropriate "useful information".</p></blockquote><p></p>
[QUOTE="Voadam, post: 3853796, member: 2209"] How do you use knowledge skills in your game? How do you actually implement this skill in your games? Is the skill a bonus that aids the player's gaps in knowledge on the subjects? Is the existence of the skill a limit for characters that don't invest in it? Do you have a problem with a player playing a knowledgeable character with no knowledge skill points (such as a tiefling fighter who knows the politics of hell and the DR type vulnerabilities among the hierarchy of devils)? I generally eyeball a character's concept and history, in-game experiences and general investment of skill points/mechanical end number to see if I impart to the player information I think his character would know that he doesn't. The mechanics at the end are the least important part for me. I often don't even roll and just go with my gut on whether the information seems appropriate for the character or not. Determining DCs and then rolling just adds in randomness after I have to make a primary judgment on appropriateness of the information anyway. For instance I had a pc playing a dwarven cleric of a knowledge god in my game. He had a metal domain and was the son of a dwarven silversmith with a lot of smithing skill himself. In the game he came across some ancient metal weapons and I didn't even look at his knowledge skills, I gave him some cool info on arsenic bronze and the dangerous smithing techniques it required that added to the atmosphere of the game and was inline with his character. I also find monster info is a tough call on what is appropriate "useful information". [/QUOTE]
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