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What do you know? (Knowledge Skills)
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<blockquote data-quote="Quickleaf" data-source="post: 2434183" data-attributes="member: 20323"><p>How do you use Knowledge skills in your game?</p><p></p><p>First of all, do you like the idea of "Knowledge skills"? Or should they be gotten rid of?</p><p>When a player uses a Knowledge skill do they narrate what they know to the GM?</p><p>Or does the GM explain what they know to the player?</p><p>Are the DCs of Knowledge skills listed in the campaign folder? Or at least an attempt made?</p><p>Or are the decided upon by the GM on the spot? By the player? The group?</p><p>Should knowledge skills overlap? Or be separate?</p><p>Can a Knowledge skill be used to gain a tactical advantage? To create/craft something?</p><p>Should there be more Knowledge skills? Less? Or does it depend on the genre/setting?</p><p></p><p></p><p>What got me thinking about this was a combination of 4 different things:</p><p></p><p>1. Re-reading an old post on <a href="http://www.enworld.org/showthread.php?t=63927" target="_blank">How to make Knowledge skills more useful</a>. I was really impressed by Stevearoo's attempt to list DCs for various knowledges in the core books.</p><p></p><p>2. Adam Scott's idea about <a href="http://www.giantitp.com/Func0019.html" target="_blank">Giving Knowledge skills tactical use</a> use over at Rich Burlew's site.</p><p></p><p>3. My own attempts to revise/create a <a href="http://www.enworld.org/showthread.php?t=140974" target="_blank">Knowledge skills for the Islamic empire</a> , to increase the fun and versilimitude of a <em>scimitar-fu</em> game set during the early Islamic "Golden Age." Anyone with ideas, I'd love to see what you have to say! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 2434183, member: 20323"] How do you use Knowledge skills in your game? First of all, do you like the idea of "Knowledge skills"? Or should they be gotten rid of? When a player uses a Knowledge skill do they narrate what they know to the GM? Or does the GM explain what they know to the player? Are the DCs of Knowledge skills listed in the campaign folder? Or at least an attempt made? Or are the decided upon by the GM on the spot? By the player? The group? Should knowledge skills overlap? Or be separate? Can a Knowledge skill be used to gain a tactical advantage? To create/craft something? Should there be more Knowledge skills? Less? Or does it depend on the genre/setting? What got me thinking about this was a combination of 4 different things: 1. Re-reading an old post on [URL=http://www.enworld.org/showthread.php?t=63927]How to make Knowledge skills more useful[/URL]. I was really impressed by Stevearoo's attempt to list DCs for various knowledges in the core books. 2. Adam Scott's idea about [URL=http://www.giantitp.com/Func0019.html]Giving Knowledge skills tactical use[/URL] use over at Rich Burlew's site. 3. My own attempts to revise/create a [URL=http://www.enworld.org/showthread.php?t=140974]Knowledge skills for the Islamic empire[/URL] , to increase the fun and versilimitude of a [i]scimitar-fu[/i] game set during the early Islamic "Golden Age." Anyone with ideas, I'd love to see what you have to say! :) [/QUOTE]
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