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Too many knowledge skills.
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<blockquote data-quote="I'm A Banana" data-source="post: 6032160" data-attributes="member: 2067"><p>Yeah, that is annoying.</p><p></p><p>Try this:</p><p></p><p><u><strong>Knowledge & Lore</strong></u></p><p>[sblock]</p><p>There are four main "tiers" of knowledge:</p><ol> <li data-xf-list-type="ol"> Common Knowledge: This knowledge is effectively free to all. All characters know this right off the bat. For instance, everyone knows basically what a halfling is. </li> <li data-xf-list-type="ol"> Specialized Details: This knowledge requires some experience and familiarity. A character belonging to a particular class, race, or background knows this information, but no one of that class does not. For instance, knowing a particular halfling whistle-tune requires that one have been a halfling. Bards have a chance to know ANY Specialized Knowledge. DMs can always make exceptions for unique characters, as well: a dwarf raised among halflings might count at a halfling instead of a dwarf for purposes of Specialized Details. </li> <li data-xf-list-type="ol"> Exclusive Information: This knowledge requires a great deal of attention, or at least some lucky history and a good memory, to know. A character must belong to a particular race, class, or background, and must ALSO have an INT score of at least 16. For instance, knowing what halfling whistle-tune was popular when the Elf Lord visited 100 years ago is something that maybe some of his elven entourage or some of the old halflings of the village will know -- or perhaps the PC halfling rogue just happened to have that particular tune whistled to her in her crib by her mother, and happens to remember it exactly.</li> <li data-xf-list-type="ol"> Secret Lore: This knowledge is deliberately obscured by others, and difficult to find. Secret lore doesn't come naturally to any character: in order to find it out, the character will require some sort of active research. For instance, knowing that the Elf Lord who died shortly after visiting the halflings 100 years ago sealed his tomb with a popular halfling whistle-tune isn't something that's known to anyone casually -- the PC's will have to talk to some old halflings or young-ish elves to find that out. </li> </ol><p></p><p>In general, the DM should tell you if you know something when you might need to know it. For instance, the DM might simply describe the monsters in front of you as goblins, and say that this is common knowledge: these creatures are called goblins, and they are known to be dangerous and sneaky. The DM might also do this for specialized details: your Cleric might know what a skeleton does and how to effectively fight one (ie: not with swords). </p><p></p><p>If you think your character might know something, but the DM hasn't told you, don't be afraid to ask: "Does my cleric know anything about this zombie?" might be all the cue a DM needs to tell you ALL ABOUT the zombie, or at least to tell you how this zombie might not fit into your cleric's usual knowledge. </p><p></p><p>If you'd like your character to find out something that they don't already know, your character can perform research. Your elf fighter might be able to quickly learn all about zombies and halfling whistle-songs, if they research them. Research generally takes the form of asking NPC's who already have the knowledge to share it with you, or consulting written records to see if anyone wrote down the knowledge. This can cost time and GP, but for common knowledge, specialized details, and exclusive information, it's probably possible to do a little legwork and find it out, even if you need to bribe a few people or buy a few drinks to do it. For DMs, this can generally be handled during down-time, requiring a Charisma (for talking to NPC's) or Intelligence (for poking into books) check (DC 13 and about 25 gp for specialized details, DC 16 and about 75 gp for exclusive information). Upon success, the character finds the knowledge they seek. Of course, rarer information should require higher DC's and more GP, while common information should be cheaper and require lower DC's. </p><p></p><p>For Secret Lore, the process is usually much more specific. To find out the weaknesses of vampires, you can probably ask a vampire-hunter or read a clerical treatise for some exclusive information -- some charm or some knowledge and a few gold coins and you remove your obstacles. To find out the weaknesses of a specific vampire, you may have to consult a specific scholar, or read a specific account of her dark origins. Generally, this kind of knowledge can be treated like treasure: awarded for successful completion of an adventure (or chain of adventures). </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6032160, member: 2067"] Yeah, that is annoying. Try this: [U][B]Knowledge & Lore[/B][/U][B][/B] [sblock] There are four main "tiers" of knowledge: [LIST=1] [*] Common Knowledge: This knowledge is effectively free to all. All characters know this right off the bat. For instance, everyone knows basically what a halfling is. [*] Specialized Details: This knowledge requires some experience and familiarity. A character belonging to a particular class, race, or background knows this information, but no one of that class does not. For instance, knowing a particular halfling whistle-tune requires that one have been a halfling. Bards have a chance to know ANY Specialized Knowledge. DMs can always make exceptions for unique characters, as well: a dwarf raised among halflings might count at a halfling instead of a dwarf for purposes of Specialized Details. [*] Exclusive Information: This knowledge requires a great deal of attention, or at least some lucky history and a good memory, to know. A character must belong to a particular race, class, or background, and must ALSO have an INT score of at least 16. For instance, knowing what halfling whistle-tune was popular when the Elf Lord visited 100 years ago is something that maybe some of his elven entourage or some of the old halflings of the village will know -- or perhaps the PC halfling rogue just happened to have that particular tune whistled to her in her crib by her mother, and happens to remember it exactly. [*] Secret Lore: This knowledge is deliberately obscured by others, and difficult to find. Secret lore doesn't come naturally to any character: in order to find it out, the character will require some sort of active research. For instance, knowing that the Elf Lord who died shortly after visiting the halflings 100 years ago sealed his tomb with a popular halfling whistle-tune isn't something that's known to anyone casually -- the PC's will have to talk to some old halflings or young-ish elves to find that out. [/LIST] In general, the DM should tell you if you know something when you might need to know it. For instance, the DM might simply describe the monsters in front of you as goblins, and say that this is common knowledge: these creatures are called goblins, and they are known to be dangerous and sneaky. The DM might also do this for specialized details: your Cleric might know what a skeleton does and how to effectively fight one (ie: not with swords). If you think your character might know something, but the DM hasn't told you, don't be afraid to ask: "Does my cleric know anything about this zombie?" might be all the cue a DM needs to tell you ALL ABOUT the zombie, or at least to tell you how this zombie might not fit into your cleric's usual knowledge. If you'd like your character to find out something that they don't already know, your character can perform research. Your elf fighter might be able to quickly learn all about zombies and halfling whistle-songs, if they research them. Research generally takes the form of asking NPC's who already have the knowledge to share it with you, or consulting written records to see if anyone wrote down the knowledge. This can cost time and GP, but for common knowledge, specialized details, and exclusive information, it's probably possible to do a little legwork and find it out, even if you need to bribe a few people or buy a few drinks to do it. For DMs, this can generally be handled during down-time, requiring a Charisma (for talking to NPC's) or Intelligence (for poking into books) check (DC 13 and about 25 gp for specialized details, DC 16 and about 75 gp for exclusive information). Upon success, the character finds the knowledge they seek. Of course, rarer information should require higher DC's and more GP, while common information should be cheaper and require lower DC's. For Secret Lore, the process is usually much more specific. To find out the weaknesses of vampires, you can probably ask a vampire-hunter or read a clerical treatise for some exclusive information -- some charm or some knowledge and a few gold coins and you remove your obstacles. To find out the weaknesses of a specific vampire, you may have to consult a specific scholar, or read a specific account of her dark origins. Generally, this kind of knowledge can be treated like treasure: awarded for successful completion of an adventure (or chain of adventures). [/sblock] [/QUOTE]
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