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Knowledge (Local) - How Does Your Group Use and Define It
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<blockquote data-quote="Quickleaf" data-source="post: 2417514" data-attributes="member: 20323"><p><strong>Way into house rules, but...</strong></p><p></p><p>I've been sort of addressing this question during an adventure I'm designing and through two other threads I've posted to in the last week. I'll summarize the differences between Gather Information and Knowledge (Local) as I see them, then I'll give you some pointers on how to use house rules to really make Knowledge (Local) work for you.</p><p></p><p><strong>How are these skills different?</strong></p><p><strong><span style="color: Red">Gather Information:</span> </strong> This skill is used to get information about local occurences, customs, taxes, legends, popular figures, and common laws. It is also used to perform urban tracking and to guide a conversation without someone realizing what you're doing. (see the Atlas Games' supplement <em>Crime & Punishement</em> by Keith Baker) It requires time, someone to talk to, and possibly a bit of money. In addition, someone can track you down if you've been asking around too much about them.</p><p></p><p><strong><span style="color: MediumTurquoise">Knowledge (Local):</span> </strong> This skill is used to remember important information that you already know, like which parts of a city are dangerous, who is the real power behind the throne, local customs, urban legends & ghost stories, and what to expect from the city watch. It is used to find your way in a big city, and you can also use it to find a rare or slightly illegal business.</p><p></p><p><strong>Finding Your Way in a Big City</strong></p><p>You can get lost in the city. Avoiding getting lost requires a Knowledge (local) check, with a DC depending on what district you're in. If you are untrained in Knowledge (local), an Intelligence check suffices. Use the rules in the SRD Wilderness and Environment section as inspiration, perhaps increase chance of dangerous random encouners (muggers, wandering into enemy's HQ) while lost.</p><p></p><p>Convenient district with street signs and friendly people (DC 2)</p><p>Industrial district with surly folk and many alleys (DC 10)</p><p>Slum or ghetto with suspicious people and tangled houses (DC 15)</p><p>Labyrinthine thieves' district with secret passages (DC 20)</p><p></p><p>It is raining heavily +2</p><p>It is at night (+3 if there is poor street lighting, +1 if there is good lighting)</p><p>A fog sets in +5</p><p></p><p><strong>Going to Foreign Lands</strong></p><p>See this thread for one way to represent a PC's acclimation of knowledge skills in a foreign culture...</p><p><a href="http://www.enworld.org/forums/showthread.php?t=139184" target="_blank">http://www.enworld.org/forums/showthread.php?t=139184</a></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 2417514, member: 20323"] [b]Way into house rules, but...[/b] I've been sort of addressing this question during an adventure I'm designing and through two other threads I've posted to in the last week. I'll summarize the differences between Gather Information and Knowledge (Local) as I see them, then I'll give you some pointers on how to use house rules to really make Knowledge (Local) work for you. [b]How are these skills different?[/b] [b][COLOR=Red]Gather Information:[/COLOR] [/b] This skill is used to get information about local occurences, customs, taxes, legends, popular figures, and common laws. It is also used to perform urban tracking and to guide a conversation without someone realizing what you're doing. (see the Atlas Games' supplement [i]Crime & Punishement[/i] by Keith Baker) It requires time, someone to talk to, and possibly a bit of money. In addition, someone can track you down if you've been asking around too much about them. [b][COLOR=MediumTurquoise]Knowledge (Local):[/COLOR] [/b] This skill is used to remember important information that you already know, like which parts of a city are dangerous, who is the real power behind the throne, local customs, urban legends & ghost stories, and what to expect from the city watch. It is used to find your way in a big city, and you can also use it to find a rare or slightly illegal business. [b]Finding Your Way in a Big City[/b] You can get lost in the city. Avoiding getting lost requires a Knowledge (local) check, with a DC depending on what district you're in. If you are untrained in Knowledge (local), an Intelligence check suffices. Use the rules in the SRD Wilderness and Environment section as inspiration, perhaps increase chance of dangerous random encouners (muggers, wandering into enemy's HQ) while lost. Convenient district with street signs and friendly people (DC 2) Industrial district with surly folk and many alleys (DC 10) Slum or ghetto with suspicious people and tangled houses (DC 15) Labyrinthine thieves' district with secret passages (DC 20) It is raining heavily +2 It is at night (+3 if there is poor street lighting, +1 if there is good lighting) A fog sets in +5 [b]Going to Foreign Lands[/b] See this thread for one way to represent a PC's acclimation of knowledge skills in a foreign culture... [URL=http://www.enworld.org/forums/showthread.php?t=139184]http://www.enworld.org/forums/showthread.php?t=139184[/URL] [/QUOTE]
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