ExploderWizard
Hero
I think it's obvious that this won't be true for all D&D players.
Certainly not. Not everyone plays for the same reasons.
I think it's obvious that this won't be true for all D&D players.
Well, partially because D&D people have in some ways better (magical) methods of traveling, learning, and disseminating knowledge than we do today.
To some extent, yes. However, DMs (and players) are expected to self-police themselves to some extent. Saying that your 1st level character is the guy from the Dos Equis commercials is not forbidden by any rule, but is BS.
And there is not one clear "best". If your background is "I'm an elven druid, I've lived in these woods for a hundred years and I know them like the back of my hand", your common or assumed knowledge about that area is probably much deeper and more accurate than that of some dilettante adventurer. But you may be pretty clueless about other environs; effectively raising the DC for unfamiliar settings. Conversely, a well-traveled adventurer may be a jack of all trades, master of none.
I don't know about that. 3.0 was very open-ended in what a Knowledge skill could be and did not have the monster ID rule; it was codified more for 3.5 (not one of the better updates, IMO). The skill system is a mixed bag; not all skills seem to mean the same thing. Something like Jump has a very clear objective meaning (roll X, Jump Y feet), but Knowledge (as well as many other skills) seems more subjective to me. AFAICT, a 20 Knowledge check means whatever the DM says it does.
Except that in this case, the 10 + CR rule causes more difficulties in play than if you just ignored it completely, stuck with the general guidelines for Knowledge checks, and let the DM make a quick call.
Well, that would not happen (assuming the other characters maxed their main knowledge skill) unless the wizard had an Int mod 4 higher than the other character. If that's the case, I think Mr. Wizard the Genius deserves it.
But why does this trained only line of reasoning apply only to Knowledge? A character who rolls a 20 on a Jump check jumps as far as the check result dictates. A character who rolls a 20 on Diplo gets the results of a trained diplomat. Why does a character rolling a 20 on Knowledge get no more than a character rolling a 10? It seems perfectly reasonable to me that even a person of average intelligence can answer a DC 20 question 5% of the time. People hear things. The whole Knowledge being trained only thing is another easy ignore in my book.
When people get lucky, any part of the game gets easier. When they get unlucky, the game tends not to go well. That's why we roll dice for everything, because we want random, unpredictable outcomes. No problem here.
The NPCs importance to the PCs and his importance in general are different things. To explain, this NPC was a rich guy the characters met only due to a teleportation accident, resurrection in my world requires that a life be sacrificed in exchange for any resurrection, and his traveling party brought along a condemned criminal and resurrection scroll for that purpose, because they knew it was a dangerous trip.
Also, how are they going to get out of dodge with that speed? This bodak had 10 Int, and was played as such. He did the best he could. I believe the lesser undead were mowed down by fireballs from the party wizard, who most likely was smart enough to stay far away. Not much a slow-moving bodak can do.
No, but it only takes a few world travelers to disseminate information.Are they universally available, or tightly guarded secrets? Can any peasant access teleportation magic?
I think you're really missing the point. The point of the skill system is to describe, not proscribe. Before 3e, there was little to no mechanical representation for a character who knew a lot, let alone about any particular topic. The point of the skill system is to let players describe their characters in a more thorough and standardized fashion. Not so much to draw lines on what they can and cannot do with those skills.And character building rules typically seek to make the available options explicit, and draw the "BS Line".
AFAIC, that's pretty much how most skills work. If a player wants to do something, he declares the action, makes the roll, and I adjudicate it based on how impressed I am by the total package (his description and the roll).I think it's far better than "Diplomacy, Bluff and Intimidate succeeds and fails on whether the GM is impressed with the player's speech and/or wants the target to be influenced". YMMV
It's not an issue of intelligence, it's more about luck. After all, if an untrained character gets a 15 or a 20 on something, most of that result is likely from the die roll. It just means that the character overheard something years ago and remembered it, or made an intuitive leap. You don't need religious training to have a small chance of having heard of some rare undead creature or any religious fact. Everyone knows a few random esoteric things.Then we disagree. And I'd say the specific disagreement is whether Knowledge should be a Trained skill. I don't care how smart that Wizard is - without religious training, there is knowledge of religion he has simply never been exposed to. Similarly, his book learning doesn't tell him which mushrooms are safe to eat.
I would think that a sufficiently charismatic person should be able to do things with either of those skills untrained. The whole trained only concept is really unnecessary. If you don't want untrained people doing something, raise the DC.Roll 20 on Use Magic Device or Handle Animal with no skill ranks. It is different because trained and untrained skills are different.
That's why any challenging encounter ends with or without PC fatalities. Luck. Luck is part of the equation.And that is why your Bodak encounter did not result in wide scale fatalities - luck.
Anyone with gold and a spare life to trade (or equal or greater HD to the target to be raised). Which is an official variant, BTW.Complete aside, but I'm not seeing that suggesting great restrictions on raising the dead. It seems like something anyone with gold can do.
Not really, no.So he was played with the same level of tactics and strategy as a 10 INT fighter? It seems that your expectation of "standard PC knowledge and tactics" is a lot greater than for this Bodak of similar intellect.
No, but it only takes a few world travelers to disseminate information.
I think you're really missing the point. The point of the skill system is to describe, not proscribe. Before 3e, there was little to no mechanical representation for a character who knew a lot, let alone about any particular topic. The point of the skill system is to let players describe their characters in a more thorough and standardized fashion. Not so much to draw lines on what they can and cannot do with those skills.
AFAIC, that's pretty much how most skills work. If a player wants to do something, he declares the action, makes the roll, and I adjudicate it based on how impressed I am by the total package (his description and the roll).
It's not an issue of intelligence, it's more about luck. After all, if an untrained character gets a 15 or a 20 on something, most of that result is likely from the die roll. It just means that the character overheard something years ago and remembered it, or made an intuitive leap. You don't need religious training to have a small chance of having heard of some rare undead creature or any religious fact. Everyone knows a few random esoteric things.
I would think that a sufficiently charismatic person should be able to do things with either of those skills untrained. The whole trained only concept is really unnecessary. If you don't want untrained people doing something, raise the DC.
Anyone with gold and a spare life to trade (or equal or greater HD to the target to be raised). Which is an official variant, BTW.
That's why any challenging encounter ends with or without PC fatalities. Luck. Luck is part of the equation.
Could you come up with a more ridiculous example? The pertinent issue is whether I can recognize that certain animals might kill me and know a few general steps to avoid this outcome, and whether someone in a D&D world can do the same. No one is asking the commoner or PC to explain some complicated theory of how death effects draw energy from a negative energy plane nexus, merely that they should recognize what kinds of creatures tend to have them and know to stay away.Provided they are prepared to spend their time adding to an educational infrastructure. There are quite a few quantum physicists on our world, and we have the Internet. Can you explain Dark Matter and Dark Energy off the top of your head? Do you think you could work with a crisis involving these from memory, or even from the info available online?
It's a pretty light system as is. The entire Knowledge entry is what, half a page?If the only thing we wanted was standardized description, a few standardized descriptors and a line for "skills and knowledges" would do the trick just fine. No need for mechanics.
Player skill doesn't matter? So if one player looks at the map, moves his character around to get a flanking bonus, while another just charges in and says "I attack", the first one shouldn't get a flanking bonus? If one player describes a detailed negotiation, and the other says "I diplo him", we should just ignore that and look at the die roll? I'm not big on giving a player a Diplo bonus just because he has a Benedict Cummerbatch voice, but if he makes actual choices that change the parameters under which the check is made, that seems to easily fall under the "favorable circumstances" clause.There is no reason player skill should influence social skill success.
I would think that a reasonable interpretation of the "answer one question" rule would not cover an entire language or style of fighting. However, one really good check might give you some idea of what a phrase in an ancient language means. Seems fine to me.The d20 system is inherently random. Why can't Knowledge-history give the player a DC 20 roll to speak or read a dead language or be proficient with an ancient weapon. After all, everyone knows a few random esoteric things, right?
What the trained only concept does is subvert the linear progression of skills and DCs. If something is DC 20, that's how hard it is. Your bonus relative to the DC is how likely you are to succeed. I don't see that anything is gained by mucking up that dynamic. Yes, there are things that only trained people can do. The DCs for those should be in the 20's, so that only trained people can do them. If said tasks are hard enough that an untrained person can't realistically succeed, I don't see why one rank worth of training should make much of a difference. If they are not that hard, I don't see why an untrained person can't do them.Once again, the issue here is whether we have a "trained" concept. I have little difficulty with the concept there are things an untrained person cannot do. That doesn't bother me as much as, say, setting the DC to train a horse so high (because untrained people should not be able to accomplish that task) that a horse trainer needs 15 ranks to be able to do his job.
As long as you're able and willing to do that, no it isn't inordinately restrictive. Those things are not a given, as there is not an infinite supply of creatures that you can kill (let alone without being arrested for murder or being attacked by vengeful allies), and killing creatures with a presumably diminished party carries risk. It also leaves the players in an awkward position because they do not generally know the HD of other creatures and must guess that a creature is powerful enough to be accepted in trade. It also makes resurrection harder the higher in level you get, because lives to trade are more scarce and taking them is more likely to cause problems.As I said, doesn't sound inordinately restrictive. Just go find a monster with appropriate HD, and don't let it bleed out after you defeat it. Then pull out the scroll, or just start casting the spell.
All of that is fine, yes. SoD is swingy, and in general is an incremental increase in swinginess over battles that do not feature it. This is a perfectly reasonable exercise of the available design space. If you want less swinginess, it's easily avoided.The above isn't as clear as I might like, but the bottom line is that the more rolls must be made, the less luck will influence the results and the more likely the higher bonus succeeds. There can still be statistical outliers, but their likelihood declines. SoD requires only one roll, so it makes luck a much greater factor. Whether that is a good or a bad thing depends on the play style desired.
Another fair generalization, and again a perfectly valid design choice.And randomness plays against the PC's.
I'll just say, here, that I understood your post perfectly, and appreciated it - thank you.
It goes back to what I said, in support of others, to @Hussar several pages ago: it really does boil down to preferences. If you want the excitement of the "instant gamble" in your D&D, then having SoD there will suit you (this would be Bedrockgames); if the inconsistency bothers you and you want the game to all work on a consistent basis, and you're not bothered about "one off" gambles (this would be me), then they won't.
Pointing out to either of us that we're wrong to like what we like, or that BRG is wrong to say that he likes the excitement of poison being "extra special nasty" even if it doesn't match some sort of imagined "real world model" (which has any relevance why, exactly?), or that I'm wrong because there is no conceivable inconsistency between hit points being the mechanism by which heroes don't die in some situations but not being that in others is both a waste of time and offensive. If you like something different, cool - good for you. But don't argue that black is white because someone likes something different from you.
Could you come up with a more ridiculous example? The pertinent issue is whether I can recognize that certain animals might kill me and know a few general steps to avoid this outcome, and whether someone in a D&D world can do the same. No one is asking the commoner or PC to explain some complicated theory of how death effects draw energy from a negative energy plane nexus, merely that they should recognize what kinds of creatures tend to have them and know to stay away.
It's a pretty light system as is. The entire Knowledge entry is what, half a page?
Player skill doesn't matter? So if one player looks at the map, moves his character around to get a flanking bonus, while another just charges in and says "I attack", the first one shouldn't get a flanking bonus? If one player describes a detailed negotiation, and the other says "I diplo him", we should just ignore that and look at the die roll? I'm not big on giving a player a Diplo bonus just because he has a Benedict Cummerbatch voice, but if he makes actual choices that change the parameters under which the check is made, that seems to easily fall under the "favorable circumstances" clause.
I don't see what's so bad about a game that rewards the skill of a player. Games tend to do that.
I would think that a reasonable interpretation of the "answer one question" rule would not cover an entire language or style of fighting. However, one really good check might give you some idea of what a phrase in an ancient language means. Seems fine to me.
What the trained only concept does is subvert the linear progression of skills and DCs. If something is DC 20, that's how hard it is. Your bonus relative to the DC is how likely you are to succeed. I don't see that anything is gained by mucking up that dynamic. Yes, there are things that only trained people can do. The DCs for those should be in the 20's, so that only trained people can do them. If said tasks are hard enough that an untrained person can't realistically succeed, I don't see why one rank worth of training should make much of a difference. If they are not that hard, I don't see why an untrained person can't do them.
I certainly don't see any reason why a PC who rolls above a 10 on his Int check can't answer medium or hard knowledge questions. Are we to assume that a character without any knowledge ranks does not know a single fact that is not common knowledge? Does he go around asking people what is own name is, and then instantly forget when someone with the knowledge to identify him does let him know? The implications, which whoever revised this for 3.5 clearly did not consider, are ludicrous.
As long as you're able and willing to do that, no it isn't inordinately restrictive. Those things are not a given, as there is not an infinite supply of creatures that you can kill (let alone without being arrested for murder or being attacked by vengeful allies), and killing creatures with a presumably diminished party carries risk. It also leaves the players in an awkward position because they do not generally know the HD of other creatures and must guess that a creature is powerful enough to be accepted in trade.
It also makes resurrection harder the higher in level you get, because lives to trade are more scarce and taking them is more likely to cause problems.
Other than that, no restriction here.
A small note on "dark matter": It's a commonly misused term. "Dark matter" isn't a mystery at all, and it's easy to find. Look down. You're standing on some right now.
The term refers to any matter that isn't radiating light.
As for "dark energy": See that car driving by outside? There it is, dark energy. That is, an energy form that isn't radiant. In that case, energy of the kinetic type.
Dark matter is hard to see in astronomy because, well, it's dark. (Duh). Starts shine. Planets, not so much. Dust clouds are even harder to see. But that's the only thing mysterious about them.
Now Strange matter, on the other hand, is a mystery. Most of the time, when people talk about "dark matter" as some mysterious stuff, they're thinking of "strange matter", which is something else entirely.
Could you come up with a more ridiculous example? The pertinent issue is whether I can recognize that certain animals might kill me and know a few general steps to avoid this outcome, and whether someone in a D&D world can do the same. No one is asking the commoner or PC to explain some complicated theory of how death effects draw energy from a negative energy plane nexus, merely that they should recognize what kinds of creatures tend to have them and know to stay away.
It's a pretty light system as is. The entire Knowledge entry is what, half a page?
Player skill doesn't matter? So if one player looks at the map, moves his character around to get a flanking bonus, while another just charges in and says "I attack", the first one shouldn't get a flanking bonus? If one player describes a detailed negotiation, and the other says "I diplo him", we should just ignore that and look at the die roll? I'm not big on giving a player a Diplo bonus just because he has a Benedict Cummerbatch voice, but if he makes actual choices that change the parameters under which the check is made, that seems to easily fall under the "favorable circumstances" clause.
I don't see what's so bad about a game that rewards the skill of a player. Games tend to do that.
I would think that a reasonable interpretation of the "answer one question" rule would not cover an entire language or style of fighting. However, one really good check might give you some idea of what a phrase in an ancient language means. Seems fine to me.
What the trained only concept does is subvert the linear progression of skills and DCs. If something is DC 20, that's how hard it is. Your bonus relative to the DC is how likely you are to succeed. I don't see that anything is gained by mucking up that dynamic. Yes, there are things that only trained people can do. The DCs for those should be in the 20's, so that only trained people can do them. If said tasks are hard enough that an untrained person can't realistically succeed, I don't see why one rank worth of training should make much of a difference. If they are not that hard, I don't see why an untrained person can't do them.
I certainly don't see any reason why a PC who rolls above a 10 on his Int check can't answer medium or hard knowledge questions. Are we to assume that a character without any knowledge ranks does not know a single fact that is not common knowledge? Does he go around asking people what is own name is, and then instantly forget when someone with the knowledge to identify him does let him know? The implications, which whoever revised this for 3.5 clearly did not consider, are ludicrous.
As long as you're able and willing to do that, no it isn't inordinately restrictive. Those things are not a given, as there is not an infinite supply of creatures that you can kill (let alone without being arrested for murder or being attacked by vengeful allies), and killing creatures with a presumably diminished party carries risk. It also leaves the players in an awkward position because they do not generally know the HD of other creatures and must guess that a creature is powerful enough to be accepted in trade.
It also makes resurrection harder the higher in level you get, because lives to trade are more scarce and taking them is more likely to cause problems.
Other than that, no restriction here.
A small note on "dark matter": It's a commonly misused term. "Dark matter" isn't a mystery at all, and it's easy to find. Look down. You're standing on some right now.
The term refers to any matter that isn't radiating light.
As for "dark energy": See that car driving by outside? There it is, dark energy. That is, an energy form that isn't radiant. In that case, energy of the kinetic type.
Dark matter is hard to see in astronomy because, well, it's dark. (Duh). Starts shine. Planets, not so much. Dust clouds are even harder to see. But that's the only thing mysterious about them.
Now Strange matter, on the other hand, is a mystery. Most of the time, when people talk about "dark matter" as some mysterious stuff, they're thinking of "strange matter", which is something else entirely.