What knowledge skills do you never use?

Don't use Architecture and Geography too much.

Dungeoneering comes in handy for Oozes;for those of you that said you don't use Dungeoneering, do you not fight them too much?
 

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Knowledge (Nobility and Royalty) is the only one that doesn't see too much use in my group. (Dungeoneering) would probably come in as second place for least used.
 

Jdvn1 said:
Don't use Architecture and Geography too much.

Dungeoneering comes in handy for Oozes;for those of you that said you don't use Dungeoneering, do you not fight them too much?

I guess we technically use Knowledge(dungeoneering) but we call it Knowledge(Underdark).
 

Why the heck are all aberrations under Knowledge: Dungeoneering?

We use Knowledge: History the most (or Bardic Knowledge as a substitute), with History and Religion following close behind. I actively told my players not to waste ranks on Dungeoneering, and I don't think anyone in any game I have ever played took ranks in Architecture.

Nobility/Royalty and Nature get used every once in a while, as well.
 

Why the heck are all aberrations under Knowledge: Dungeoneering?

We use Knowledge: History the most (or Bardic Knowledge as a substitute), with History and Religion following close behind. I actively told my players not to waste ranks on Dungeoneering, and I don't think anyone in any game I have ever played took ranks in Architecture.

Nobility/Royalty and Nature get used every once in a while, as well.
 

Why the heck are all aberrations under Knowledge: Dungeoneering?

We use Knowledge: History the most (or Bardic Knowledge as a substitute), with History and Religion following close behind. I actively told my players not to waste ranks on Dungeoneering, and I don't think anyone in any game I have ever played took ranks in Architecture.

Nobility/Royalty and Nature get used every once in a while, as well.
 

Why the heck are all aberrations under Knowledge: Dungeoneering?

We use Knowledge: History the most (or Bardic Knowledge as a substitute), with History and Religion following close behind. I actively told my players not to waste ranks on Dungeoneering, and I don't think anyone in any game I have ever played took ranks in Architecture.

Nobility/Royalty and Nature get used every once in a while, as well.
 

Why the heck are all aberrations under Knowledge: Dungeoneering?

Because they didn't want to have too many things lumped together under Knowledge: Arcana. That's my theory, anyway.

I find Knowledge: Dungeoneering to be irksome in general. Apparently nature stops at the surface; caves, rock formations, and subterranian ecosystems have nothing to do with the natural world. And spelunking has nothing to do wither either climbing or survival.
 

Architecture and Engineering became the most often used skill in my downtime-heavy, city-developing game. Even when they weren't working on improving the defenses of the city, they used the skill. On one adventure they became a mobile bridge-building corps: there was a good place for a bridge that would cut down on the trade-route time to their neighbors, so they took several days out of their adventuring schedule to make a permanent crossing over the river.

That was a strange game.
 

It's funny - in three seperate campaigns knowledge Architecture has been one of the more frequently used of the "lesser" knowledges.

It has been used to focus searches for secret doors ("what walls are big enough to contain a secret passage"), seek hidden ways into buildings, sabotage bridges, collapse a fortress wall, sabotage canal locks, divert an aquaduct, divert multiple drainage systems, erect dams, and more.

Its like all things, it doesn't become a useful tool unitl you have it.
 

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