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<blockquote data-quote="amnuxoll" data-source="post: 5479066" data-attributes="member: 13028"><p>I've come to the conclusion that knowledge shouldn't be a skill in the traditional "roll d20+X vs. a DC" sense. Instead, I think a mechanic is needed that just defines what a PC knows. The DM can key off of that to drop appropriate information but, just as often, the players can extract knowledge on their own initiative. </p><p></p><p>The approach I use is to have PCs select "specialties" of knowledge, which can be as general or specific as you like. A general specialty, might give you general info but is rarely enough info in a specific situation. More specific specialties apply less often but give more useful information.</p><p></p><p>Here's an example using your statue room: After the DM describes the room he might turn to the wizard's player and say: "Since Melf has knowledge(arcana) he knows that statues are often animated but you're fairly certain that these have a different enchantment. However, you don't know what it might be. " </p><p></p><p>Then, the cleric's player might say. "I have knowledge(battlefield medicine). Can I tell anything about the injury that created the blood stains?" The DM reveals that the blood is recent (less than 4 hours) and came from a piercing would, like that from a spear.</p><p></p><p>The rogue's player says. "I have knowledge(dwarven tomb construction). Does that help?" The DM says, "This type of floor is ill-suited for pressure-plates. If there's a trap here, it's got a different type of trigger."</p><p></p><p>etc...</p><p></p><p>Things to note here: <ol> <li data-xf-list-type="ol">A lot less dice rolling. Dice are fun, but there are times when they can disrupt the scene that the players are creating together. I think your trap room is a good example of this.</li> <li data-xf-list-type="ol">Every party that sees that trap room is going to get different information. It's organic rather than formulaic. </li> <li data-xf-list-type="ol">The players feel a lot more like their character is getting a chance to shine. The knowledge specialties they have chosen are making a difference.</li> <li data-xf-list-type="ol">No metagaming. Take the scenario where you make a Knowledge skill check and roll a natural 1. What happens next? Immediately, two other players suddenly want to make knowledge checks...</li> </ol><p></p><p>:AMN:</p></blockquote><p></p>
[QUOTE="amnuxoll, post: 5479066, member: 13028"] I've come to the conclusion that knowledge shouldn't be a skill in the traditional "roll d20+X vs. a DC" sense. Instead, I think a mechanic is needed that just defines what a PC knows. The DM can key off of that to drop appropriate information but, just as often, the players can extract knowledge on their own initiative. The approach I use is to have PCs select "specialties" of knowledge, which can be as general or specific as you like. A general specialty, might give you general info but is rarely enough info in a specific situation. More specific specialties apply less often but give more useful information. Here's an example using your statue room: After the DM describes the room he might turn to the wizard's player and say: "Since Melf has knowledge(arcana) he knows that statues are often animated but you're fairly certain that these have a different enchantment. However, you don't know what it might be. " Then, the cleric's player might say. "I have knowledge(battlefield medicine). Can I tell anything about the injury that created the blood stains?" The DM reveals that the blood is recent (less than 4 hours) and came from a piercing would, like that from a spear. The rogue's player says. "I have knowledge(dwarven tomb construction). Does that help?" The DM says, "This type of floor is ill-suited for pressure-plates. If there's a trap here, it's got a different type of trigger." etc... Things to note here:[list=1] [*]A lot less dice rolling. Dice are fun, but there are times when they can disrupt the scene that the players are creating together. I think your trap room is a good example of this. [*]Every party that sees that trap room is going to get different information. It's organic rather than formulaic. [*]The players feel a lot more like their character is getting a chance to shine. The knowledge specialties they have chosen are making a difference. [*]No metagaming. Take the scenario where you make a Knowledge skill check and roll a natural 1. What happens next? Immediately, two other players suddenly want to make knowledge checks... [/list] :AMN: [/QUOTE]
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