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<blockquote data-quote="Celebrim" data-source="post: 5648988" data-attributes="member: 4937"><p>No, not really. But I noticed the same problems you have. The more I thought about it, the more difficult the problem became. The basic problem with it is that if it applies everywhere, then it is an uber-skill that seems to cover everything but the most esoteric lore. But, if it applies only to a local area, it is a weak skill that isn't worth taking as a PC's unless the campaign is gauranteed to remain in a single area and therefore basically exists only as an advantage for NPC's. Plus if it only applies to a particular region, then not only do you need to predefine the regions but deal with differences in scope in the event regional knowledge doesn't seem to apply - Knowledge (Campansalus) covers a much smaller area than Knowledge (Sea of Storms). </p><p></p><p>Adding to the problems is that from a logical perspective, Knowledge (Local) ought to cover regions of different sizes. If a commoner has lived in one village his entire life, he ought to know pretty much everything about it, but maybe little or nothing about the capital even if its only 40 miles away. On the other hand, a teamster or sailor that regularly travels between cities ought to have picked up something about all of them over the course of 15 years of journeying. But these realisms hardly make for good gaming.</p><p></p><p>Personally, I did away with it. I reorganized the knowledges into categories I found clearer and more discrete. Knowledge of customs, personalities, and the like was made part of the same category as knowledge of heraldry, personality, and the like. Knowledge of legends was made part of history - for I've never encountered the fantasy world yet where the two weren't the same thing.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5648988, member: 4937"] No, not really. But I noticed the same problems you have. The more I thought about it, the more difficult the problem became. The basic problem with it is that if it applies everywhere, then it is an uber-skill that seems to cover everything but the most esoteric lore. But, if it applies only to a local area, it is a weak skill that isn't worth taking as a PC's unless the campaign is gauranteed to remain in a single area and therefore basically exists only as an advantage for NPC's. Plus if it only applies to a particular region, then not only do you need to predefine the regions but deal with differences in scope in the event regional knowledge doesn't seem to apply - Knowledge (Campansalus) covers a much smaller area than Knowledge (Sea of Storms). Adding to the problems is that from a logical perspective, Knowledge (Local) ought to cover regions of different sizes. If a commoner has lived in one village his entire life, he ought to know pretty much everything about it, but maybe little or nothing about the capital even if its only 40 miles away. On the other hand, a teamster or sailor that regularly travels between cities ought to have picked up something about all of them over the course of 15 years of journeying. But these realisms hardly make for good gaming. Personally, I did away with it. I reorganized the knowledges into categories I found clearer and more discrete. Knowledge of customs, personalities, and the like was made part of the same category as knowledge of heraldry, personality, and the like. Knowledge of legends was made part of history - for I've never encountered the fantasy world yet where the two weren't the same thing. [/QUOTE]
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