Science in High Middle Ages

Still puzzling over ways to make "skill +" options in the laboratory. However, I've come up with some interesting things PCs might do in a library.

The Library
Sometimes the pen truly is mightier than the sword. When faced with an unsolvable puzzle, a character may find themselves amidst crumbling scrolls and shelves crammed with gilded texts. A library can help make a breakthrough when the characters are stuck.

Decipher (Perception)
You attempt to decipher an ancient language or an encoded message/text if you’re trained in Perception.

Decipher (Perception) DC
Decipher ancient language 20
The language is dead or never has been encountered before +10
You know a language that shares the same script as the ancient one -5
Decipher an encoded message/text Opposed vs. encoder’s Thievery check
A cipher machine was used to encode it +10
You have cracked a similar code before -5

Encode (Thievery)
If you are trained in Thievery, you can encode a message or text so that only those who know the code can read it. Make a Thievery check – your result is the DC for an opposed Perception check to break the code.

Historiography (History or Insight)
You may take a book or scroll whose authenticity/authorship/truthfulness you question and compare it to other writers of the time to determine whether or not the book is authentic.

Record (10 gp/page)
You may record a ritual as a scroll, work on a text pertaining to a particular skill, or simply write about your travels. The length of time varies depending on the nature of the text, but with the DM’s permission it acts as if you were aiding another when another uses it.

Research (Any Knowledge Skill)
When performing research in a knowledge skill you are trained in you may take 20 provided the library’s materials contain sufficient treatise of that topic.

Study Ritual (Arcana, Heal, Nature, or Religion)
If the library provides you with access to a ritual book you may master one of the rituals therein (of your level or less) provided you are trained in the corresponding skill.
 

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Quick, you might think about copying and recopying texts (entire texts, by whatever means - maybe even to add to or create your own library), as well as illuminating manuscripts, even adding "magic" or other things of interest and effect into the illuminations and illustrations.

As for monastery labs and workshops and libraries you might also think about copying entire texts, hagiography, as well as creating Icons, or dressing, examining, caring for, and analyzing relics.

Then of course there is always writing your own books and manuals and texts.
 

Still puzzling over ways to make "skill +" options in the laboratory. However, I've come up with some interesting things PCs might do in a library.

That looks good.

I was thinking about your delimma, though, and I wonder if I haven't stumbled upon yet another direction.

Is there a way you could engineer use of a laboratory or library directly into the rules for a skill challenge?

I mean, stylistically speaking, that tends to be what laboratories and libraries are in the genres and models you mention. They're a place where montages take place. Or where dramatic encounters take place because montages occur there.

And montages are something skill challenges are meant to simulate.

So...

Maybe what you really need is a way to incentivize labs and libraries for skill challenges. And then a seperate system for making skill challenges in lab and libraries.

Once you have the incentive here's what I think should happen in terms of play:

Scenario 1 - DM: Here's a Skill Challenge: You need to find the Hidden Temple of the Oscuratti.
Player 1: I go to the court and use diplomacy.
Player 2: I think back to my studies and use history.
Player 3: My skills aren't all strong here, but I could go to the lab and check out this soil we found on the cultists boots.

Scenario 2 - Looks like the Baron is behind these poisonings.
Player 1: Let's bring our evidence to the authorities.
Player 2: Lets's hunt him down.
Player 3: No guys, we need to stop the killings, the poisons still in the well no matter what we do to him. Let's go the lab and initiate a skill challenge for finding an antidote.

This way it's not essential to a skill challenge so players aren't tied to the lab, but they do see the lab as a resource they can use to either help solve problems or to create solutions to challenges they identify.

And if you just give it a skill challenge mechanic than that leaves it open to whatever specific application you and your players come up with.
 

I like that - you could also use Skill Challenges in the invention process (especially useful if you have multiple PC's who can contribute).
 

I like these ideas too.

I also really like DS' idea about montages and dramatic encounters.

You know in real life some of the most challenging encounters are between the minds and skills of the opponents, and not just their bodies.

The lab, the workshop, the library are all places for mental, psychological, even spiritual encounters of a "high nature."
 


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