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Pondering Perception
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<blockquote data-quote="delericho" data-source="post: 5711980" data-attributes="member: 22424"><p>One other thought springs to mind.</p><p></p><p></p><p></p><p>Adventure Backgrounds tend not to be terribly well used, and could well serve to fix this problem.</p><p></p><p>Most adventure modules come with a fairly extensive write-up of the adventure background... much of which the players never get to learn, and most DMs never use. It occurs to me that this could be handled better.</p><p></p><p>Basically, instead of giving the DM a wall of text, the adventure should provide a set of "what you know" lists for various skills. Players should then get the handouts for their character's Trained skills. (There might be handouts for some or all of Arcana, Dungeoneering, History, Nature, Religion, Streetwise, Bardic Knowledge, Artificer Knowledge...)</p><p></p><p>These would then serve as a major source of the clues for various hidden things in the adventure. And, since the genius Wizard will generally be trained in a lot more of these mental skills than the idiot Barbarian, that player will generally receive a lot more of this information, playing up his character's role as a font of useful knowledge.</p><p></p><p>(Arguably, this is better done with a roll than with a binary Trained/Untrained check. However, since it's easier to provide fewer handouts...)</p></blockquote><p></p>
[QUOTE="delericho, post: 5711980, member: 22424"] One other thought springs to mind. Adventure Backgrounds tend not to be terribly well used, and could well serve to fix this problem. Most adventure modules come with a fairly extensive write-up of the adventure background... much of which the players never get to learn, and most DMs never use. It occurs to me that this could be handled better. Basically, instead of giving the DM a wall of text, the adventure should provide a set of "what you know" lists for various skills. Players should then get the handouts for their character's Trained skills. (There might be handouts for some or all of Arcana, Dungeoneering, History, Nature, Religion, Streetwise, Bardic Knowledge, Artificer Knowledge...) These would then serve as a major source of the clues for various hidden things in the adventure. And, since the genius Wizard will generally be trained in a lot more of these mental skills than the idiot Barbarian, that player will generally receive a lot more of this information, playing up his character's role as a font of useful knowledge. (Arguably, this is better done with a roll than with a binary Trained/Untrained check. However, since it's easier to provide fewer handouts...) [/QUOTE]
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