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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: 8850280" data-attributes="member: 93670"><p>It has to do with a combination of niche protection combined with some mechanical differences that went away. Here's thre step by step of how the entire niche was erased in a shift from niche to default:</p><ul> <li data-xf-list-type="ul">If you did not have points in a knowledge skill it was considered untrained.<ul> <li data-xf-list-type="ul"><strong>[ispoiler]With knowledge skills :untrained" meant you could <em>only</em> ever get DC10 info & lower[/ispoiler]</strong></li> </ul></li> <li data-xf-list-type="ul">Anyone could be considered "trained" by putting one rank in a skill (ie knowledge:nature-vermin not knowledge nature-*) but if the particular skill was not considered as class skill doing that cost <em>two</em> skill points rather per rank than just one[spoiler="'class' knowledge skills by class"]<br /> <ul> <li data-xf-list-type="ul"><strong>bard</strong>knowledge any<ul> <li data-xf-list-type="ul">Bards had 6+int mod skill points but int was not a big attrib for them & they tended to be incentivized to prioritize social skills & such</li> </ul></li> <li data-xf-list-type="ul"><strong>Cleric</strong>Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes)<ul> <li data-xf-list-type="ul">Cleric domains gave a little extra based on the domain , but with 2+int mod skill points/level knowledge skills beyond cleric specific stuff were not too high on their list unless needed for a PrC or feat choice</li> </ul></li> <li data-xf-list-type="ul"><strong>Druid</strong>: Knowledge (nature)<ul> <li data-xf-list-type="ul">Oneknowledge subtype (nature) & withg 4+int mod there were reasons for them to not put too much beyond a point in a couple of the jucier five nature knowledge types</li> </ul></li> <li data-xf-list-type="ul"><strong>Ranger</strong>: Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature)<ul> <li data-xf-list-type="ul">dungeoneering was aberrations, caverns, oozes, & spelunking but with 6+int mod there were a lot of other more important skills to sink points into</li> </ul></li> <li data-xf-list-type="ul"><strong>Monk</strong>: Knowledge (arcana) (Int), Knowledge (religion)<ul> <li data-xf-list-type="ul">4+int modskill points & the same other skills they want for mechanical reasons</li> </ul></li> <li data-xf-list-type="ul"><strong>Paladin</strong>: Knowledge (nobility and royalty) (Int), Knowledge (religion)</li> <li data-xf-list-type="ul"><strong>Rogue</strong>: Knowledge (local)<ul> <li data-xf-list-type="ul">8+int mod but tons of skills they want more for mechanical reasons</li> </ul></li> <li data-xf-list-type="ul"><strong>Sorcerer</strong>: Knowledge (arcana)</li> <li data-xf-list-type="ul">with 2+int mod & possibly a 6 in int they almost certainly have better places to stick skill points</li> <li data-xf-list-type="ul"><strong>Wizard</strong>: Knowledge any<ul> <li data-xf-list-type="ul">2+int mod but having a prime attribute climb above 20 was not uncommon for this to be +8 to +10 or more points/level. They also had a very short (but nonzero<strong>*</strong>) list of skills they felt were mechanically important & could afford to splurge a point or two here & there as they advance</li> </ul></li> <li data-xf-list-type="ul"><strong>Fighter</strong>/<strong>barbarian</strong>: N/A</li> </ul>[/spoiler]</li> <li data-xf-list-type="ul">As noted int mod added to skill points gained each level so adding just 1 point to your knowledge skills made a big difference if you invested in intelligence but because there were a bunch of subskills it was not a trivial choice for most who could & not painless to go beyond the first point to be considered "trained".</li> <li data-xf-list-type="ul">5e both condensed the knowledge skills & made them easy to take without pain. If a GM makes a particular theme of knowledge checks important & has Alice with a know stuff class while Bob Cimdy Dave & Edith have classes with no reason to know that theme it's trivial for them to make Alice's moment into "<em>I want to try too, what do I know?</em>" just by taking the obviously campaign relevant skill</li> </ul><p></p><p>When the wizard has +5 +6 or whatever to all of those & you couldn't get more than dc10 stuff without being trained in the knowledge subtype it mattered a lot. Sure the wizard would probably want the druid/ranger to do nature: vermin or something because they probably only had a single point in it before their int mod & maybe a tool/skill book brought it up.</p><p></p><p>Now if I call for an knowledge check in 5e it's not uncommon to have more players with the relevant skill than not unless it's a rather niche one. Worse than that, I simply <em>can't</em> use the niche skills for stuff because they all probably have arcana or religion instead of ones relevant to their class' thematic niche<em> in addition to</em> all of the skills they have a mechanical reason to want for that niche.</p><p></p><p>*[ispoiler]Ironically a big chunk of those skills (spellcraft, decipher script, & concentration) are gone or just a con save now.[/ispoiler]</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8850280, member: 93670"] It has to do with a combination of niche protection combined with some mechanical differences that went away. Here's thre step by step of how the entire niche was erased in a shift from niche to default: [LIST] [*]If you did not have points in a knowledge skill it was considered untrained. [LIST] [*][B][ispoiler]With knowledge skills :untrained" meant you could [I]only[/I] ever get DC10 info & lower[/ispoiler][/B] [/LIST] [*]Anyone could be considered "trained" by putting one rank in a skill (ie knowledge:nature-vermin not knowledge nature-*) but if the particular skill was not considered as class skill doing that cost [I]two[/I] skill points rather per rank than just one[spoiler="'class' knowledge skills by class"] [LIST] [*][B]bard[/B]knowledge any [LIST] [*]Bards had 6+int mod skill points but int was not a big attrib for them & they tended to be incentivized to prioritize social skills & such [/LIST] [*][B]Cleric[/B]Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) [LIST] [*]Cleric domains gave a little extra based on the domain , but with 2+int mod skill points/level knowledge skills beyond cleric specific stuff were not too high on their list unless needed for a PrC or feat choice [/LIST] [*][B]Druid[/B]: Knowledge (nature) [LIST] [*]Oneknowledge subtype (nature) & withg 4+int mod there were reasons for them to not put too much beyond a point in a couple of the jucier five nature knowledge types [/LIST] [*][B]Ranger[/B]: Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) [LIST] [*]dungeoneering was aberrations, caverns, oozes, & spelunking but with 6+int mod there were a lot of other more important skills to sink points into [/LIST] [*][B]Monk[/B]: Knowledge (arcana) (Int), Knowledge (religion) [LIST] [*]4+int modskill points & the same other skills they want for mechanical reasons [/LIST] [*][B]Paladin[/B]: Knowledge (nobility and royalty) (Int), Knowledge (religion) [*][B]Rogue[/B]: Knowledge (local) [LIST] [*]8+int mod but tons of skills they want more for mechanical reasons [/LIST] [*][B]Sorcerer[/B]: Knowledge (arcana) [*]with 2+int mod & possibly a 6 in int they almost certainly have better places to stick skill points [*][B]Wizard[/B]: Knowledge any [LIST] [*]2+int mod but having a prime attribute climb above 20 was not uncommon for this to be +8 to +10 or more points/level. They also had a very short (but nonzero[B]*[/B]) list of skills they felt were mechanically important & could afford to splurge a point or two here & there as they advance [/LIST] [*][B]Fighter[/B]/[B]barbarian[/B]: N/A [/LIST] [/spoiler] [*]As noted int mod added to skill points gained each level so adding just 1 point to your knowledge skills made a big difference if you invested in intelligence but because there were a bunch of subskills it was not a trivial choice for most who could & not painless to go beyond the first point to be considered "trained". [*]5e both condensed the knowledge skills & made them easy to take without pain. If a GM makes a particular theme of knowledge checks important & has Alice with a know stuff class while Bob Cimdy Dave & Edith have classes with no reason to know that theme it's trivial for them to make Alice's moment into "[I]I want to try too, what do I know?[/I]" just by taking the obviously campaign relevant skill [/LIST] When the wizard has +5 +6 or whatever to all of those & you couldn't get more than dc10 stuff without being trained in the knowledge subtype it mattered a lot. Sure the wizard would probably want the druid/ranger to do nature: vermin or something because they probably only had a single point in it before their int mod & maybe a tool/skill book brought it up. Now if I call for an knowledge check in 5e it's not uncommon to have more players with the relevant skill than not unless it's a rather niche one. Worse than that, I simply [I]can't[/I] use the niche skills for stuff because they all probably have arcana or religion instead of ones relevant to their class' thematic niche[I] in addition to[/I] all of the skills they have a mechanical reason to want for that niche. *[ispoiler]Ironically a big chunk of those skills (spellcraft, decipher script, & concentration) are gone or just a con save now.[/ispoiler] [/QUOTE]
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