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Please review these Knowledge skills for balance
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<blockquote data-quote="GuardianLurker" data-source="post: 127074" data-attributes="member: 786"><p><strong>Knowledge 'Monsters'</strong></p><p>I like the actual knowledge applications, and I can see how it'd be *very* useful with players who can't manage to keep the IC/OOC distinction. This part of it gets a Thumbs Up. You might also want to consider some form of "common legend" modifiers, as some monsters with high CRs (like Dragons) will have relatively well-known abilities, with the converse also true.</p><p></p><p>The high-end benefits though (to AC and Hit), are Bad Things, IMO. No other skill that I'm aware of grants this kind of benefit.</p><p>Also, I'd treat this just like all knowledges skills - book learning is book learning, and fighters are ignorant louts. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Some synergy bonuses *might* be in order, but that's it.</p><p></p><p><strong>Knowledge: Close Combat</strong> (Int)</p><p>Umm... this would be a Very Bad Thing. I might need to underline and bold that last. It *could* conceivably work as a feat chain, but NOT as a skill.</p><p></p><p><strong>Knowledge: Art of War</strong> (Int)</p><p>No.</p><p> </p><p><strong>Knowledge: Siege Weapons</strong> (Int)</p><p>This would *definitely* be better represented as a Feat Chain.</p><p> </p><p><strong>Craft: Trap making </strong> </p><p>Have you looked at FFG's Traps&Treachery? Or Song&Silence? There are some very similar skills in both. Otherwise, it's fine, though I'd probably drop the Wilderness Lore synergy.</p><p></p><p><strong>Profession: Locksmith</strong></p><p>Not bad.</p><p></p><p>Personally, I believe that having something extra should give the character a Bonus, not everyone else a penalty. And that skills should only grant bonuses to other skills, and only bonuses based on skill ranks, not roll results. </p><p></p><p>Not that these aren't valid game mechanics, it's just that I don't believe they fit with the 3e design.</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 127074, member: 786"] [B]Knowledge 'Monsters'[/B] I like the actual knowledge applications, and I can see how it'd be *very* useful with players who can't manage to keep the IC/OOC distinction. This part of it gets a Thumbs Up. You might also want to consider some form of "common legend" modifiers, as some monsters with high CRs (like Dragons) will have relatively well-known abilities, with the converse also true. The high-end benefits though (to AC and Hit), are Bad Things, IMO. No other skill that I'm aware of grants this kind of benefit. Also, I'd treat this just like all knowledges skills - book learning is book learning, and fighters are ignorant louts. :) Some synergy bonuses *might* be in order, but that's it. [B]Knowledge: Close Combat[/B] (Int) Umm... this would be a Very Bad Thing. I might need to underline and bold that last. It *could* conceivably work as a feat chain, but NOT as a skill. [B]Knowledge: Art of War[/B] (Int) No. [B]Knowledge: Siege Weapons[/B] (Int) This would *definitely* be better represented as a Feat Chain. [B]Craft: Trap making [/B] Have you looked at FFG's Traps&Treachery? Or Song&Silence? There are some very similar skills in both. Otherwise, it's fine, though I'd probably drop the Wilderness Lore synergy. [B]Profession: Locksmith[/B] Not bad. Personally, I believe that having something extra should give the character a Bonus, not everyone else a penalty. And that skills should only grant bonuses to other skills, and only bonuses based on skill ranks, not roll results. Not that these aren't valid game mechanics, it's just that I don't believe they fit with the 3e design. [/QUOTE]
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