Knowledge (local)

Thanee

First Post
Is it right, that Knowledge (local) is just one skill and not one per region/area/location?

How do you make use of Knowledge (local) in your campaign?

Bye
Thanee
 

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IMC, each area has a Kn(Local), based on culture, population size, land size, etc. I never use the phrase "Knowlege (Local)" in-game -- I always refer to the specific place.

Kn(Luxoria) applies to a single large kingdom (about the size of California) and the outlands around it. The land area includes three major metropolitan areas, twenty medium-sized cities, and four City-state sized colonies (one extraplanar).

Kn(Blood Sea) applies to a bunch of island kingdoms, about the size of the Caribbean. Three medium-sized Kingdoms (one metropolis each), twenty minor states.

Kn(Gehenna) applies to the lower plane of the same name, and it's how I differentiate knowlege about the critters from a plane (which is Kn(Planes)) and the politics of that plane. The PCs have spent some time there (not quite voluntarily) and have had the opportunity to learn a bit about the politics & players there.

-- N
 

I've found that the locality of the region needs to be defined by the DM at 1st level, or whenever the skill is first obtained. My campaign assigns the skill to regions & travelling further abroad would require a new thread of the skill to be invested in - or rely on gather information to pick the local knowledge.

Local knowledge and gather information can produce identical results but the methodology is quite different. The LK allows one roll, no rerolls while the GI can be used again and again (at the expense of the GIer being subject to progressively easier GI DCs). The GI relies upon someone knowing something while the LK is self contained.

Along with bardic lore, I use them as a means to non-magically 'divine' answers and accordingly I bury important pieces of information within them.
 

The DM of our Eberron game makes it separate skills, i.e. Knowledge (Eldeen Reaches), Knowledge (Sharn), etc. (And he gives each PC 4 bonus ranks for the region where they grew up.)

I think that's the right way to do it - it's knowledge about a locality, it doesn't make sense to apply it to wherever you happen to be today. For a more generalized skill for finding out about your current environs, use Gather Information.
 

I also would only use it that way, but it does seem to be just a single skill in the rules, which is a bit confusing to say the least.

Also the knowledge about humanoids. I usually use Knowledge (nature) for that and Knowledge (<local>) provides knowledge about creatures present in the <local> area. I don't see why the knowledge about a specific creature has to be exclusive to one skill.

Bye
Thanee
 

The rules don't really explain what the skill is for - it doesn't even get a compete sentence of explanation. I take "... humanoids" to mean "What humanoid races are present in the locality and how do they interact".
 

I'm quite sure, that as written it is meant to work on *all* humanoid races (for whatever reason).

This here is the part, which the "monster types" in the listup work with:

In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Bye
Thanee
 

That quote is about "Knowledge", not specifically "Knowledge (local)". I don't think that means that Knowledge (local) gives you knowledge of all humanoids everywhere.

But hey, if you can trick a DM into telling your character about a monster that comes from the other side of the world, good for you. :)
 

I make liberal use of Knowledge: "Local". Loosley interpreted to encompass specific regions (Knowledge: Silver Marches), cities (Knowledge: Waterdeep), locations (Knowledge: Undermountain), and organizations (Knowledge: Red Wizards); as many DMs I've known are also wont to do. Much more useful this way, and tends to make a whole lot more sense as well. Frankly, I can't imagine using Knowledge: Local/Lore any other way IMC. Works too well. ;)

For natural things such as animals and humanoids I resort to Knowledge: Nature as well.
 

I replace it with Knowledge (streetwise), and it includes some practical knowledge about how to pick up the local customs quickly and painlessly. It isn't just knowing "where the weed at", it's knowing how to figure it out.
 

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