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<blockquote data-quote="TimmyW" data-source="post: 1657946" data-attributes="member: 21561"><p>While I thought you post was insightful and I agree wholeheartly with <em>almost</em> all of it, I have to take exception to the "no amount of knowledge skill" comment.</p><p></p><p>This is one of my pet peeves. Saying that a skill is compeletely useless for what it is designed to do is bad.</p><p></p><p>This is a perfect example of when to set the DC very high. There are a few characters out there that have huge bonuses to some skills, that can make seemly impossible checks.</p><p></p><p>In the above example you are looking at perhaps a DC 35 or 39 (in the Heroic to Nearly Impossible category, base 30+HD for a really tough question). Why would a character be able to even have a chance to make such a roll you ask. Well, perhaps he has heard some rumors about this mad wizard and his experiments or he used his extensive general knowledge about Magical Beasts to deduce some specific information about possible abilities of the beast in front of him. Heck even if they fail to ID the beast, the fact that the DC is so high also tells the character that this is no normal magical beast and must have been created recently and in secret. Give them something for all those ranks.</p><p></p><p>Remember to even have a chance at the generous DC35 knowledge check to ID an Owlbear you are looking at rolling a 20, having a 20 INT, and 10 ranks in Knowledge(Arcana). So lets say something like a scholarly 7th level Wizard has a 5% chance of knowing something. To be able to 'take 10' and know it would require a dedicated Wizard in the mid-to-high teens in level.</p><p></p><p>I'm not saying give the players something for nothing but don't give them nothing if they invested skill points and attributes to boost these skills, they have earned the knowledge.</p></blockquote><p></p>
[QUOTE="TimmyW, post: 1657946, member: 21561"] While I thought you post was insightful and I agree wholeheartly with [I]almost[/I] all of it, I have to take exception to the "no amount of knowledge skill" comment. This is one of my pet peeves. Saying that a skill is compeletely useless for what it is designed to do is bad. This is a perfect example of when to set the DC very high. There are a few characters out there that have huge bonuses to some skills, that can make seemly impossible checks. In the above example you are looking at perhaps a DC 35 or 39 (in the Heroic to Nearly Impossible category, base 30+HD for a really tough question). Why would a character be able to even have a chance to make such a roll you ask. Well, perhaps he has heard some rumors about this mad wizard and his experiments or he used his extensive general knowledge about Magical Beasts to deduce some specific information about possible abilities of the beast in front of him. Heck even if they fail to ID the beast, the fact that the DC is so high also tells the character that this is no normal magical beast and must have been created recently and in secret. Give them something for all those ranks. Remember to even have a chance at the generous DC35 knowledge check to ID an Owlbear you are looking at rolling a 20, having a 20 INT, and 10 ranks in Knowledge(Arcana). So lets say something like a scholarly 7th level Wizard has a 5% chance of knowing something. To be able to 'take 10' and know it would require a dedicated Wizard in the mid-to-high teens in level. I'm not saying give the players something for nothing but don't give them nothing if they invested skill points and attributes to boost these skills, they have earned the knowledge. [/QUOTE]
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