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Intelligence is your lie detecting stat - is it still a dump stat?
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<blockquote data-quote="tetrasodium" data-source="post: 8850111" data-attributes="member: 93670"><p>Yes it does. It does so after combining a bunch of distinct subskills that were the reason why the character sheet knowledge section [spoiler="looked like this"]</p><p>[ATTACH=full]268971[/ATTACH][/spoiler]</p><ul> <li data-xf-list-type="ul">The single skill arcana is combined from all of these once distinct subskills: ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)Architecture and engineering (buildings, aqueducts, bridges, fortifications</li> <li data-xf-list-type="ul">The single skill history is combined from these once distinct subskills: royalty, wars, colonies, migrations, founding of cities</li> <li data-xf-list-type="ul">The single skill nature is combined from all of these once distinct subskills: animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin</li> <li data-xf-list-type="ul">The single skill religion is combined from all of these once distinct subskills: gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead</li> </ul><p>On top of no longer having +intmod or +[intmod <em>times</em> N] to how many skills you have a player can now conceivably know the entire array with ease.</p><p> </p><p></p><p>"What kind of breath does a blue dragon have?", "does a mummy have a phylactery like a lich?", " does X have Y"? is absolutely a thing player knowledge can avoid needing to ask to begin with. The trouble with making some of the other arcana examples critical is the fact that a GM needs to get that information to the players <em>somehow</em> or they are confused & don't know enough to understand things if not just stuck at a roadblock with no idea what to do. </p><p></p><p>I agree there are those skills just that they tend to be pretty far into the extreme niche of the kinds of plots stories & gameplay that d&d itself specializes towards. If those are important they suffer the same "players need to get the info <em>somehow</em> or...." as arcana. Even then a good sized group is bound to have nature & religion across a druid/ranger/cleric/paladin & history itself is pretty niche even compared to those.</p><p></p><p>None taken. I think we were talking about a different flavor of player knowledge that changes some of the context in important ways & the reasons why frequent checks of importance don't really do it. Hopefully we can point at the same metaphorical page a bit better now <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8850111, member: 93670"] Yes it does. It does so after combining a bunch of distinct subskills that were the reason why the character sheet knowledge section [spoiler="looked like this"] [ATTACH type="full" alt="1670351311674.png"]268971[/ATTACH][/spoiler] [LIST] [*]The single skill arcana is combined from all of these once distinct subskills: ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)Architecture and engineering (buildings, aqueducts, bridges, fortifications [*]The single skill history is combined from these once distinct subskills: royalty, wars, colonies, migrations, founding of cities [*]The single skill nature is combined from all of these once distinct subskills: animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin [*]The single skill religion is combined from all of these once distinct subskills: gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead [/LIST] On top of no longer having +intmod or +[intmod [I]times[/I] N] to how many skills you have a player can now conceivably know the entire array with ease. "What kind of breath does a blue dragon have?", "does a mummy have a phylactery like a lich?", " does X have Y"? is absolutely a thing player knowledge can avoid needing to ask to begin with. The trouble with making some of the other arcana examples critical is the fact that a GM needs to get that information to the players [I]somehow[/I] or they are confused & don't know enough to understand things if not just stuck at a roadblock with no idea what to do. I agree there are those skills just that they tend to be pretty far into the extreme niche of the kinds of plots stories & gameplay that d&d itself specializes towards. If those are important they suffer the same "players need to get the info [I]somehow[/I] or...." as arcana. Even then a good sized group is bound to have nature & religion across a druid/ranger/cleric/paladin & history itself is pretty niche even compared to those. None taken. I think we were talking about a different flavor of player knowledge that changes some of the context in important ways & the reasons why frequent checks of importance don't really do it. Hopefully we can point at the same metaphorical page a bit better now :D [/QUOTE]
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Intelligence is your lie detecting stat - is it still a dump stat?
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