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General Tabletop Discussion
*Dungeons & Dragons
Skills: Religion, Arcana and History
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<blockquote data-quote="delphonso" data-source="post: 7835534" data-attributes="member: 6892015"><p>I run all three as Knowledge(whatever). Let's say theres a magic weapon.</p><p></p><p>History might let you know if this item was the target of some past wars or was the weapon used to slay a dragon and start a kingdom.</p><p></p><p>Religion might inform you of a cult which worships the hero or the weapon itself. Perhaps a dragon cult sees that hero as a villain.</p><p></p><p>Arcana could tell you about how these weapons can be created. Perhaps what wizard enchanted this blade originally, and the powers it is supposed to have.</p><p></p><p>If the item is totally unknown to the world - say, a Lich's phylactery. None of these skills will help. A good skill check of any of those three might give the players information about phylacteries, though. </p><p></p><p>Religion is also what I use for ritual (not spells but participating in religious ceremonies). History might be useful for discussing interesting topics with nobles, and arcana might help recognize runic traps. They're knowledge skills, to me.</p><p></p><p>Because of that, I see them as 3 sides to the same coin. They all overlap because they're all basically history - but they give you different points of view.</p><p></p><p>Let's think about planar knowledge - religion makes sense, you're right. Religions would have stories about 'heavens' and 'hells'. But Arcana makes sense too - since plenty of magic is related to planes (find familiar, astral projection, etc). History makes sense too if extra-planar beings have ever come to the material plane. Elves are the descendents of Fae, so you must know a little about the Faewild and how they got here, for example.</p></blockquote><p></p>
[QUOTE="delphonso, post: 7835534, member: 6892015"] I run all three as Knowledge(whatever). Let's say theres a magic weapon. History might let you know if this item was the target of some past wars or was the weapon used to slay a dragon and start a kingdom. Religion might inform you of a cult which worships the hero or the weapon itself. Perhaps a dragon cult sees that hero as a villain. Arcana could tell you about how these weapons can be created. Perhaps what wizard enchanted this blade originally, and the powers it is supposed to have. If the item is totally unknown to the world - say, a Lich's phylactery. None of these skills will help. A good skill check of any of those three might give the players information about phylacteries, though. Religion is also what I use for ritual (not spells but participating in religious ceremonies). History might be useful for discussing interesting topics with nobles, and arcana might help recognize runic traps. They're knowledge skills, to me. Because of that, I see them as 3 sides to the same coin. They all overlap because they're all basically history - but they give you different points of view. Let's think about planar knowledge - religion makes sense, you're right. Religions would have stories about 'heavens' and 'hells'. But Arcana makes sense too - since plenty of magic is related to planes (find familiar, astral projection, etc). History makes sense too if extra-planar beings have ever come to the material plane. Elves are the descendents of Fae, so you must know a little about the Faewild and how they got here, for example. [/QUOTE]
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