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General Tabletop Discussion
*Dungeons & Dragons
Too many knowledge skills.
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<blockquote data-quote="edhel" data-source="post: 6036728" data-attributes="member: 20296"><p>Lemme elaborate my thoughts on this. You don't need knowledge skills for the stuff your character is supposed to know based on his background. The herald knows the hairstyles and flags of his area, and personally I'd just let the player narrate/world-build as he sees fit when it comes to that stuff.</p><p></p><p>With more esoteric lore which requires specialized knowledge, I'd turn the knowledge skill bonus (no ability modifier, see below) into a resource. The player can use those to ask questions OR tell how things are based on what his character has read. If it's a good idea, I'd take it and run with it. You wouldn't have to spend points on trivial things like knowing what beers dwarfs likes.</p><p></p><p>Having even one point in Knowledge would thus mean you are somewhat learned in the subject (as it is in Gumshoe) and would make even low Knowledge skills/pools very useful (and fun! IMHO).</p><p></p><p>Refreshing the Knowledge pools could work however you like: a long rest, a day spent in the library, a week spent living in the city for Streetwise, a chat with a bard in the tavern, one point per day, whatever.</p><p></p><p>Optional rules:</p><p></p><p>You can spend points to identify objects, spells, and effects.</p><p></p><p>Ability modifier could work as general knowledge which you can spend instead of specific knowledge point. This is a bit fiddly but would reward having high Intelligence.</p><p></p><p>Reading a book e.g. on dragons would give a couple of points in Knowledge (Dragons) which would be single-use only.</p><p></p><p></p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="edhel, post: 6036728, member: 20296"] Lemme elaborate my thoughts on this. You don't need knowledge skills for the stuff your character is supposed to know based on his background. The herald knows the hairstyles and flags of his area, and personally I'd just let the player narrate/world-build as he sees fit when it comes to that stuff. With more esoteric lore which requires specialized knowledge, I'd turn the knowledge skill bonus (no ability modifier, see below) into a resource. The player can use those to ask questions OR tell how things are based on what his character has read. If it's a good idea, I'd take it and run with it. You wouldn't have to spend points on trivial things like knowing what beers dwarfs likes. Having even one point in Knowledge would thus mean you are somewhat learned in the subject (as it is in Gumshoe) and would make even low Knowledge skills/pools very useful (and fun! IMHO). Refreshing the Knowledge pools could work however you like: a long rest, a day spent in the library, a week spent living in the city for Streetwise, a chat with a bard in the tavern, one point per day, whatever. Optional rules: You can spend points to identify objects, spells, and effects. Ability modifier could work as general knowledge which you can spend instead of specific knowledge point. This is a bit fiddly but would reward having high Intelligence. Reading a book e.g. on dragons would give a couple of points in Knowledge (Dragons) which would be single-use only. What do you think? [/QUOTE]
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Too many knowledge skills.
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