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Please review these Knowledge skills for balance
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<blockquote data-quote="fba827" data-source="post: 128578" data-attributes="member: 807"><p><strong>Knowledge 'Monsters'</strong>.</p><p>Hmm (as said by the previous poster) great idea for helping guide in character verus ooc knoweledge. I am having a little difficulty with the higher up portions of this skill though. The reason being is that this makes this set of knowledge skills vastly superior to any other knowledge skill - no other knowledge grants so many bonuses and insights. True, a DM may have the character make other knowledge checks and then grant a circumstance to whatever else is going on, but even then, such things rarely grant above a +2 and are really not so versitile that they can be used in as many situations as this knowledge (Monster X) has the potential to be used. I have to think a little bit more about this before I offer any better commentary about it. But, bottom line, if I were a player, as it is currently written I would probably take it.. but as a DM, I really can see this being overly abused.</p><p></p><p><strong>Knowledge: Close Combat</strong></p><p>This seems overly complicated. Plus, you're allowing it to affect most any fighter feat. However, fighter feats are not all limited to "Close Combat" as the knowledge's title implies. Again, let me look at this some more. But, bottom line, as a player, I don't think I would take it because of the complicated factor plus I would rather spend the skill points on ride since the benefits gained here could be handled otherways or otherwise negligabe. I like the other poster's suggestion though, this may be better as a feat chain - things a person can or can not do. After all, that is what you are saying X skill ranks allow the ability for this or the other. You aren't providing any examples of what DC there would be to know how to do A, B, or C.</p><p></p><p><strong>Knowledge: Art of War</strong></p><p>I have many of the same comments for this as I had for the previous one (Close Combat). Primarily though, you are giving several "At X ranks, can do A, B, and C." but very few applications can be thought of where you have an actual DC to beat. That being the case, this may be better reworked as a Feat chain. Besides, for fighters (as this appears to have been primarily written for) there are so few skill points as it is, but introducing this, you are basically telling them that they have to have at least 5 ranks before they can do some of the "neat" stuff.</p><p>But that aside (regardless of Feat chain or skill) I think I am missing part of the point.. perhaps it is because i haven't slept though. <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=":-)" /></p><p></p><p><strong>Knowledge: Siege Weapons</strong></p><p>Wouldn't this really already be covered by the Exotic Weapon feat (or whatever it is) that lets you use a siege weapon ?</p><p>True, I can see the applications of how that feat and this knowledge could work in concert with one another, but over all, I am still not sure ...</p><p></p><p><strong>Craft: Trap making </strong></p><p>Simple - not overly complicated. I presume the +2 bonus to wilderness lore is regardless of skill ranks? If so, I would re-write it as such:</p><p>A successful check (DC 10, modified by limit or abundance of resources (at the DM's discretion)), add a +2 synergy bonus to Wildernes lore for food/fur trapping. Additionally, if you have 5 or more ranks in this skill, you gain a +2 synergy bonus to search and disable device checks when either of those checks is used in relation to traps. </p><p></p><p><strong>Profession: Locksmith</strong></p><p>Seems fine. At first glance, it may seem that this is just a +2 synergy bonus if you 5 skill ranks (the same that can be obtained by having nothing more than a Skill FOcus feat). But, at the same time, this is a Profession skill and the Profession skill does have certain other inherent qualities (per PHB) so, this really does seem fine to me. As a player, I'd take it for the character (especially if my PC was a locksmith <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=":)" /> )and as a DM this really does not have much room for abuse.</p><p></p><p></p><p>So, over all, I like some of the concepts. But in their application, you seem to be hitting on more of "a person can or can not do this by having a certain number of ranks" -- however, that mechanic is more towards the Feat ability than skills.</p><p>Please keep in mind, these are just my opinions.</p></blockquote><p></p>
[QUOTE="fba827, post: 128578, member: 807"] [B]Knowledge 'Monsters'[/B]. Hmm (as said by the previous poster) great idea for helping guide in character verus ooc knoweledge. I am having a little difficulty with the higher up portions of this skill though. The reason being is that this makes this set of knowledge skills vastly superior to any other knowledge skill - no other knowledge grants so many bonuses and insights. True, a DM may have the character make other knowledge checks and then grant a circumstance to whatever else is going on, but even then, such things rarely grant above a +2 and are really not so versitile that they can be used in as many situations as this knowledge (Monster X) has the potential to be used. I have to think a little bit more about this before I offer any better commentary about it. But, bottom line, if I were a player, as it is currently written I would probably take it.. but as a DM, I really can see this being overly abused. [B]Knowledge: Close Combat[/B] This seems overly complicated. Plus, you're allowing it to affect most any fighter feat. However, fighter feats are not all limited to "Close Combat" as the knowledge's title implies. Again, let me look at this some more. But, bottom line, as a player, I don't think I would take it because of the complicated factor plus I would rather spend the skill points on ride since the benefits gained here could be handled otherways or otherwise negligabe. I like the other poster's suggestion though, this may be better as a feat chain - things a person can or can not do. After all, that is what you are saying X skill ranks allow the ability for this or the other. You aren't providing any examples of what DC there would be to know how to do A, B, or C. [B]Knowledge: Art of War[/B] I have many of the same comments for this as I had for the previous one (Close Combat). Primarily though, you are giving several "At X ranks, can do A, B, and C." but very few applications can be thought of where you have an actual DC to beat. That being the case, this may be better reworked as a Feat chain. Besides, for fighters (as this appears to have been primarily written for) there are so few skill points as it is, but introducing this, you are basically telling them that they have to have at least 5 ranks before they can do some of the "neat" stuff. But that aside (regardless of Feat chain or skill) I think I am missing part of the point.. perhaps it is because i haven't slept though. :-) [B]Knowledge: Siege Weapons[/B] Wouldn't this really already be covered by the Exotic Weapon feat (or whatever it is) that lets you use a siege weapon ? True, I can see the applications of how that feat and this knowledge could work in concert with one another, but over all, I am still not sure ... [B]Craft: Trap making [/B] Simple - not overly complicated. I presume the +2 bonus to wilderness lore is regardless of skill ranks? If so, I would re-write it as such: A successful check (DC 10, modified by limit or abundance of resources (at the DM's discretion)), add a +2 synergy bonus to Wildernes lore for food/fur trapping. Additionally, if you have 5 or more ranks in this skill, you gain a +2 synergy bonus to search and disable device checks when either of those checks is used in relation to traps. [B]Profession: Locksmith[/B] Seems fine. At first glance, it may seem that this is just a +2 synergy bonus if you 5 skill ranks (the same that can be obtained by having nothing more than a Skill FOcus feat). But, at the same time, this is a Profession skill and the Profession skill does have certain other inherent qualities (per PHB) so, this really does seem fine to me. As a player, I'd take it for the character (especially if my PC was a locksmith :) )and as a DM this really does not have much room for abuse. So, over all, I like some of the concepts. But in their application, you seem to be hitting on more of "a person can or can not do this by having a certain number of ranks" -- however, that mechanic is more towards the Feat ability than skills. Please keep in mind, these are just my opinions. [/QUOTE]
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