Our adventure groups rarely put points into knowledge skills. Many of the knowledge areas seem pointless to take any ranks in except for character background reasons.
Therefore I just wanted to get a feel for what other people thought of the knowledge skills. What knowledge areas do you never take? What areas do you roll for often? Here is the list.
* Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
* Architecture and engineering (buildings, aqueducts, bridges, fortifications)
* Dungeoneering (aberrations, caverns, oozes, spelunking)
* Geography (lands, terrain, climate, people)
* History (royalty, wars, colonies, migrations, founding of cities)
* Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
* Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
* Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities)
* Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
* The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
To start this thread off, I have never seen anyone use Architecture and Engineering, dungeoneering, geography, history, or nature. Actually we haven't ever used The planes either, but would have liked to do so once. The rest of the skills seem to have some uses occasionally with Knowledge(arcana) being the most useful. knowledge(religion) is probably rolled most often in our games. The bad guys always seem to be part of some religious group under some evil god.
Therefore I just wanted to get a feel for what other people thought of the knowledge skills. What knowledge areas do you never take? What areas do you roll for often? Here is the list.
* Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
* Architecture and engineering (buildings, aqueducts, bridges, fortifications)
* Dungeoneering (aberrations, caverns, oozes, spelunking)
* Geography (lands, terrain, climate, people)
* History (royalty, wars, colonies, migrations, founding of cities)
* Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
* Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
* Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities)
* Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
* The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
To start this thread off, I have never seen anyone use Architecture and Engineering, dungeoneering, geography, history, or nature. Actually we haven't ever used The planes either, but would have liked to do so once. The rest of the skills seem to have some uses occasionally with Knowledge(arcana) being the most useful. knowledge(religion) is probably rolled most often in our games. The bad guys always seem to be part of some religious group under some evil god.