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What do you know? (Knowledge Skills)
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<blockquote data-quote="Lord Morte" data-source="post: 2434937" data-attributes="member: 24548"><p>I like the idea, especially in 3.5 with its narrow selection. Why? Because having a mechanic to adjucate what the character knows can be very useful.</p><p></p><p></p><p>The GM does the talking in our groups.</p><p></p><p></p><p>Typically made up by the GM on the spot or possible even in advance. Although the idea of having some typical DCs listed in the folder is a good one that I wish I'd thought of.</p><p></p><p></p><p>Some overlap is inevitable. Need to remember the name of the King that ruled a thousand years ago? Both Know (history) and (nobility) are suitable, and if he was notable as a wizard or as a patron of the church or famed builders, then Know (arcana), (religion) or (architecture) may get it. RW e.g., a student of architecture styles that remembers Queen Victoria was the queen when Victorian buildings were in style. </p><p></p><p></p><p>Yes to tactical (a character should have a chance to know that he needs a silvered blade if he wants to kill the werewolf, unless they are so rare that nobody knows of that) but no to crafting something. You could use Know (architecture) to design a building and lead the construction but that is about as close as you could get. It is the difference between Know (nature) and Survival. One is theory, the other is practical.</p><p></p><p></p><p>Depends of genre/setting. </p><p></p><p>In my current campaign, when you first take a rank in any Knowledge skill you can choose a specialization within that Knowledge, like Know (local [Cormyr]) Know (nature [plants]), or Know (the planes [Xoriat]). You get a +4 bonus on checks in regards to your specialization, or you can get a +6 and take a penalty of -2 on check regarding anything outside the specialization. We're still trialling it.</p></blockquote><p></p>
[QUOTE="Lord Morte, post: 2434937, member: 24548"] I like the idea, especially in 3.5 with its narrow selection. Why? Because having a mechanic to adjucate what the character knows can be very useful. The GM does the talking in our groups. Typically made up by the GM on the spot or possible even in advance. Although the idea of having some typical DCs listed in the folder is a good one that I wish I'd thought of. Some overlap is inevitable. Need to remember the name of the King that ruled a thousand years ago? Both Know (history) and (nobility) are suitable, and if he was notable as a wizard or as a patron of the church or famed builders, then Know (arcana), (religion) or (architecture) may get it. RW e.g., a student of architecture styles that remembers Queen Victoria was the queen when Victorian buildings were in style. Yes to tactical (a character should have a chance to know that he needs a silvered blade if he wants to kill the werewolf, unless they are so rare that nobody knows of that) but no to crafting something. You could use Know (architecture) to design a building and lead the construction but that is about as close as you could get. It is the difference between Know (nature) and Survival. One is theory, the other is practical. Depends of genre/setting. In my current campaign, when you first take a rank in any Knowledge skill you can choose a specialization within that Knowledge, like Know (local [Cormyr]) Know (nature [plants]), or Know (the planes [Xoriat]). You get a +4 bonus on checks in regards to your specialization, or you can get a +6 and take a penalty of -2 on check regarding anything outside the specialization. We're still trialling it. [/QUOTE]
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