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Too many knowledge skills.
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<blockquote data-quote="Blackbrrd" data-source="post: 6032037" data-attributes="member: 63962"><p>I think Frostmarrow made a good point. Your character background and class should give you the knowledge you need. We have ended up playing it like that a few times. For instance when the Minotaur Fighter who hadn't used one of his 3 skill points a level on profession (sailor) went on a ship, he knew his way around there anyway.</p><p></p><p>Knowledge skills easily becomes to wide or too narrow. For instance Knowledge Local is a good example. What does it cover? The current area? Then it becomes a complete waste when the adventure takes you permanently to another location. If it covers all "Local" areas, it becomes to wide and it really stops making sense.</p><p></p><p>For me it sounds like a better idea to set some skill DC's for typical information and let the player describe why he should have the information according to background/class and stuff that has happened while playing.</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 6032037, member: 63962"] I think Frostmarrow made a good point. Your character background and class should give you the knowledge you need. We have ended up playing it like that a few times. For instance when the Minotaur Fighter who hadn't used one of his 3 skill points a level on profession (sailor) went on a ship, he knew his way around there anyway. Knowledge skills easily becomes to wide or too narrow. For instance Knowledge Local is a good example. What does it cover? The current area? Then it becomes a complete waste when the adventure takes you permanently to another location. If it covers all "Local" areas, it becomes to wide and it really stops making sense. For me it sounds like a better idea to set some skill DC's for typical information and let the player describe why he should have the information according to background/class and stuff that has happened while playing. [/QUOTE]
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Too many knowledge skills.
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