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<blockquote data-quote="Garthanos" data-source="post: 4946687" data-attributes="member: 82504"><p>REALLY</p><p>I have no issues with adjusting how much information you give out on a knowledge check none whatsoever.... that said...Pardon if I am suprised at how antagonistic your premise is. You start your premise I will take all the power out of my hands then you hate that the power is out of your hands?</p><p style="text-align: center"><p style="text-align: left"></p> <p style="text-align: left">This nothing more than a setting issue .You see ummm every version of D&D has required I adjust for my setting so I both approve of you doing so and find your complaint that you need to .... umm questionable. Lets look at implied setting features of D&D</p> <p style="text-align: left"></p> <p style="text-align: left"></p> </p><p>The game presumes a given universe these are my takes on it.</p><p></p><ul> <li data-xf-list-type="ul">monsters are common</li> <li data-xf-list-type="ul">the people who battle and hunt them are not inclined to keep the knowldge of them a secret from the other people who do so, this knowledge is propogated for the betterment of all (heroic universe assumption points of light and that.).</li> <li data-xf-list-type="ul">At even level one they arent children (with only fairy tail level knowledge skills).</li> </ul><p>If the default world didnt include monster knowledge with real knowledge not just vagary I would be complaining that if they are as bloody common as the game presents them to be.. then why isnt my wizard / witch hunter or whatever able to be knowledgeable about them? The games presumptions of commonality now match the mechanics of knowledge I seem to recall these did not match in AD&D?</p><p></p><p>Some DM's dont like having to decide how much information or what will be gained from a given check and wow the game has tools for them.... You even with yout setting diverging now have a tool for saying I dont like quite as much information to go out.. .and I can tune it back for my setting and adjust the difficulty setting of the checks if nothing else. It could even give a clue that you might also want to tune back the commonness of monsters. Its easier for you to remove your own use than force those who want the tool to build there own.</p><p></p><p>I make knowledge checks like perception checks where the players cant see them to help with immersion ... and sometimes give falsehoods as complete certainties and truths as vague hints.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 4946687, member: 82504"] REALLY I have no issues with adjusting how much information you give out on a knowledge check none whatsoever.... that said...Pardon if I am suprised at how antagonistic your premise is. You start your premise I will take all the power out of my hands then you hate that the power is out of your hands? [CENTER][LEFT] This nothing more than a setting issue .You see ummm every version of D&D has required I adjust for my setting so I both approve of you doing so and find your complaint that you need to .... umm questionable. Lets look at implied setting features of D&D [/LEFT] [/CENTER] The game presumes a given universe these are my takes on it. [LIST] [*]monsters are common [*]the people who battle and hunt them are not inclined to keep the knowldge of them a secret from the other people who do so, this knowledge is propogated for the betterment of all (heroic universe assumption points of light and that.). [*]At even level one they arent children (with only fairy tail level knowledge skills). [/LIST] If the default world didnt include monster knowledge with real knowledge not just vagary I would be complaining that if they are as bloody common as the game presents them to be.. then why isnt my wizard / witch hunter or whatever able to be knowledgeable about them? The games presumptions of commonality now match the mechanics of knowledge I seem to recall these did not match in AD&D? Some DM's dont like having to decide how much information or what will be gained from a given check and wow the game has tools for them.... You even with yout setting diverging now have a tool for saying I dont like quite as much information to go out.. .and I can tune it back for my setting and adjust the difficulty setting of the checks if nothing else. It could even give a clue that you might also want to tune back the commonness of monsters. Its easier for you to remove your own use than force those who want the tool to build there own. I make knowledge checks like perception checks where the players cant see them to help with immersion ... and sometimes give falsehoods as complete certainties and truths as vague hints. [/QUOTE]
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