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*Dungeons & Dragons
Knowledge skills in combat
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<blockquote data-quote="uzirath" data-source="post: 7857409" data-attributes="member: 8495"><p>I usually play GURPS (or the related, D&D-esque <a href="http://www.sjgames.com/dungeonfantasy/" target="_blank">Dungeon Fantasy Roleplaying Game</a>) with one-second combat turns, so I get the importance of keeping things moving on a tight timescale. I think, though, that a blanket ban of knowledge skills in tactical situations can be quite limiting to many character concepts. If someone wants to play a bookish mage who is an expert on dungeon fauna, what's the harm in that? Instead of a ray-of-frost this turn, the mage rolls a knowledge check vs. an appropriate skill with penalties for darkness, fountains of gore, fear, etc. On a success, they remember something useful that they can shout to their companions. For many monsters, there might not be anything useful available. Sometimes the DM could add some color with a comment like, "Try not to injure its spleen... you can sell it to the potion maker in town!")</p><p></p><p></p><p></p><p>Whereas I see a great movie scene here where the wizard dives behind some cover, turns to the thief and says, "Were those glowing sigils I saw on the tentacles? Astral Krakens feed on magic!" At which point the thief sneaks across the map to stop the cleric from casting any attack spells. Fits my sense of the genre and giving everyone interesting roles to play.</p><p></p><p>None of this is to say that your way is BadWrongFun. Just different than how my tables have usually handled things.</p></blockquote><p></p>
[QUOTE="uzirath, post: 7857409, member: 8495"] I usually play GURPS (or the related, D&D-esque [URL='http://www.sjgames.com/dungeonfantasy/']Dungeon Fantasy Roleplaying Game[/URL]) with one-second combat turns, so I get the importance of keeping things moving on a tight timescale. I think, though, that a blanket ban of knowledge skills in tactical situations can be quite limiting to many character concepts. If someone wants to play a bookish mage who is an expert on dungeon fauna, what's the harm in that? Instead of a ray-of-frost this turn, the mage rolls a knowledge check vs. an appropriate skill with penalties for darkness, fountains of gore, fear, etc. On a success, they remember something useful that they can shout to their companions. For many monsters, there might not be anything useful available. Sometimes the DM could add some color with a comment like, "Try not to injure its spleen... you can sell it to the potion maker in town!") Whereas I see a great movie scene here where the wizard dives behind some cover, turns to the thief and says, "Were those glowing sigils I saw on the tentacles? Astral Krakens feed on magic!" At which point the thief sneaks across the map to stop the cleric from casting any attack spells. Fits my sense of the genre and giving everyone interesting roles to play. None of this is to say that your way is BadWrongFun. Just different than how my tables have usually handled things. [/QUOTE]
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