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D&D Older Editions, OSR, & D&D Variants
Obligatory dump stats in 4e: the irrelevance of Intelligence
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<blockquote data-quote="Lizard" data-source="post: 4262562" data-attributes="member: 1054"><p>Don't know about your games, but I make a lot more knowledge checks than I do hide checks. </p><p></p><p>DM:"The gnolls have raided Village To The West."</p><p>PCs: "Is that typical for gnolls in this area?"</p><p>DM:"Knowledge local?"</p><p></p><p>If we find out that, for example, the gnolls normally don't act in this way, we will start looking for clues as to what's driving them, etc. We might find an odd sigil in the ruins. Knowledge (Religion) tells us it's a sign of a forgotten cult. Knowledge (History) tells us the cult was strong ages past, when gnolls were a power to be feared. And so on.</p><p></p><p>Basically, the more we know, the better prepared we are for what we will face. If we just go charging in without any prep work, the DM will quite rightfully hand us our heads, since we won't have determined the likely opposition, prepared the right spells, got silver or cold iron weapons, and so on. And this is just for a typical H&S adventure. For a city/diplomatic adventure, Knowledge becomes even more valuable. Who is the Baron related too? What's the proper way to impress a visitor from Farfarawayistan? Is an alliance between the North and West sensible, or is someone pulling the strings? This is all set-up for in-play; it tells us what kind of questions to ask when we roleplay encounters, gives us circumstance bonuses for knowing how to treat people properly, gives us hints as to who is the best person to follow discreetly (which is where sneaking comes in, finally), and so on.</p><p></p><p>Basically, for any game which is more than 10 x 10 room, orc, chest, knowledge skills are vital.</p></blockquote><p></p>
[QUOTE="Lizard, post: 4262562, member: 1054"] Don't know about your games, but I make a lot more knowledge checks than I do hide checks. DM:"The gnolls have raided Village To The West." PCs: "Is that typical for gnolls in this area?" DM:"Knowledge local?" If we find out that, for example, the gnolls normally don't act in this way, we will start looking for clues as to what's driving them, etc. We might find an odd sigil in the ruins. Knowledge (Religion) tells us it's a sign of a forgotten cult. Knowledge (History) tells us the cult was strong ages past, when gnolls were a power to be feared. And so on. Basically, the more we know, the better prepared we are for what we will face. If we just go charging in without any prep work, the DM will quite rightfully hand us our heads, since we won't have determined the likely opposition, prepared the right spells, got silver or cold iron weapons, and so on. And this is just for a typical H&S adventure. For a city/diplomatic adventure, Knowledge becomes even more valuable. Who is the Baron related too? What's the proper way to impress a visitor from Farfarawayistan? Is an alliance between the North and West sensible, or is someone pulling the strings? This is all set-up for in-play; it tells us what kind of questions to ask when we roleplay encounters, gives us circumstance bonuses for knowing how to treat people properly, gives us hints as to who is the best person to follow discreetly (which is where sneaking comes in, finally), and so on. Basically, for any game which is more than 10 x 10 room, orc, chest, knowledge skills are vital. [/QUOTE]
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Obligatory dump stats in 4e: the irrelevance of Intelligence
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