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Knowledge (Local)
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<blockquote data-quote="Celebrim" data-source="post: 5845992" data-attributes="member: 4937"><p>Knowledge (Local) is a very poorly thought out skill. </p><p></p><p>Interpretted in a narrow way, you'd need to have Knowledge (Far), Knowledge (Near), Knowledge (There), etc. </p><p></p><p>This would render the skill mostly useful for NPC's.</p><p></p><p>Interpretted broadly though, it appears to overlap with too many other sorts of Knowledge. You can learn something about history, law, geography, nobility, genology, heraldry etc. from it. So now instead of a nerfed skill, it's an uber skill. Or you get in to DM's being nit picky and punishing themselves by having the PC's throw multiple dice to resolve the same narrow field of knowledge which is no fun for anyone.</p><p></p><p>Worse yet, the skill itself seems to want to try to cover both mutually exclusive concepts: the local who has been living somewhere his whole life and thus who has a lot of specialized knowledge of a region AND the Indiana Jones style traveller who has experiences and contacts everywhere. In other words, the system itself doesn't seem to know who to give the skill to. Does having knowledge (local) imply you are well travelled? If it does, what do you do for the guy who isn't well travelled, but knows everything about the local region? </p><p></p><p>I dropped Knowledge (Local) in my home brew along with the equally ill-defined Profession skill. The concept of having regional specific knowledge was moved out to a feat 'Local', that gave you a bonus to a variaty of skills (disguise yourself as a local, no penalties to speak language if hearing the local dialect, survival, diplomacy, etc.) provided you were in that region.</p><p></p><p>Prior discussion:</p><p><a href="http://www.enworld.org/forum/d-d-legacy-discussion/309893-knowledge-local.html#post5650652" target="_blank">http://www.enworld.org/forum/d-d-legacy-discussion/309893-knowledge-local.html#post5650652</a></p></blockquote><p></p>
[QUOTE="Celebrim, post: 5845992, member: 4937"] Knowledge (Local) is a very poorly thought out skill. Interpretted in a narrow way, you'd need to have Knowledge (Far), Knowledge (Near), Knowledge (There), etc. This would render the skill mostly useful for NPC's. Interpretted broadly though, it appears to overlap with too many other sorts of Knowledge. You can learn something about history, law, geography, nobility, genology, heraldry etc. from it. So now instead of a nerfed skill, it's an uber skill. Or you get in to DM's being nit picky and punishing themselves by having the PC's throw multiple dice to resolve the same narrow field of knowledge which is no fun for anyone. Worse yet, the skill itself seems to want to try to cover both mutually exclusive concepts: the local who has been living somewhere his whole life and thus who has a lot of specialized knowledge of a region AND the Indiana Jones style traveller who has experiences and contacts everywhere. In other words, the system itself doesn't seem to know who to give the skill to. Does having knowledge (local) imply you are well travelled? If it does, what do you do for the guy who isn't well travelled, but knows everything about the local region? I dropped Knowledge (Local) in my home brew along with the equally ill-defined Profession skill. The concept of having regional specific knowledge was moved out to a feat 'Local', that gave you a bonus to a variaty of skills (disguise yourself as a local, no penalties to speak language if hearing the local dialect, survival, diplomacy, etc.) provided you were in that region. Prior discussion: [URL="http://www.enworld.org/forum/d-d-legacy-discussion/309893-knowledge-local.html#post5650652"]http://www.enworld.org/forum/d-d-legacy-discussion/309893-knowledge-local.html#post5650652[/URL] [/QUOTE]
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