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Knowledge:Local... What is meant by Local?
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<blockquote data-quote="DreadArchon" data-source="post: 3492054" data-attributes="member: 49449"><p>Ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts, buildings, aqueducts, bridges, fortifications, aberrations, caverns, oozes, spelunking, lands, terrain, climate, people, royalty, wars, colonies, migrations, founding of cities, animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin, lineages, heraldry, family trees, mottoes, personalities, gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead, the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, and magic related to the planes.</p><p></p><p>You could, of course, try to argue your DM into some of those ("Well maybe this guy was in a local legend of some sort?"), though. Is that what's bothering you? I don't see it as an issue. As a DM, I usually let several Knowledge skills apply to many checks* (often with different DC's), so having Local be one of them doesn't bother me. I could see how that might bother someone else, though. (Despite that WotC books give three different Knowledge skills to check for on any one fact...)</p><p></p><p>I agree with seans23, actually. Knowledge (Local) identifies what it says that it does, regardless of location, even on other planes.</p><p></p><p></p><p></p><p></p><p>*Example from earlier in my campaign: The PC's need to know about a certain warlord, who happens to have been (1) an Aberration (2) from the Abyss (3) in charge of a town on the prime (4) for the last 50 years. To cut down (rapidly mounting) confusion over who knew what, I said, "Okay, Knowledge checks. Trained only [DC above 10]. Dungeoneering, Local, History, Planes, or Bardic." There was a couple rolls per player, most failed, and I answered the two successes based on which fields made it.</p></blockquote><p></p>
[QUOTE="DreadArchon, post: 3492054, member: 49449"] Ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts, buildings, aqueducts, bridges, fortifications, aberrations, caverns, oozes, spelunking, lands, terrain, climate, people, royalty, wars, colonies, migrations, founding of cities, animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin, lineages, heraldry, family trees, mottoes, personalities, gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead, the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, and magic related to the planes. You could, of course, try to argue your DM into some of those ("Well maybe this guy was in a local legend of some sort?"), though. Is that what's bothering you? I don't see it as an issue. As a DM, I usually let several Knowledge skills apply to many checks* (often with different DC's), so having Local be one of them doesn't bother me. I could see how that might bother someone else, though. (Despite that WotC books give three different Knowledge skills to check for on any one fact...) I agree with seans23, actually. Knowledge (Local) identifies what it says that it does, regardless of location, even on other planes. *Example from earlier in my campaign: The PC's need to know about a certain warlord, who happens to have been (1) an Aberration (2) from the Abyss (3) in charge of a town on the prime (4) for the last 50 years. To cut down (rapidly mounting) confusion over who knew what, I said, "Okay, Knowledge checks. Trained only [DC above 10]. Dungeoneering, Local, History, Planes, or Bardic." There was a couple rolls per player, most failed, and I answered the two successes based on which fields made it. [/QUOTE]
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