What knowledge skills do you never use?

IMC, Architecture & Engineering plays a decent role.

"Yes, you do think that this structure was actually built during the First Empire, but some of the stone work is more recent... particularly that wall over there, which can't have been built until after the second Demon War."

-- N
 

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I would say most of the Knowledge skills see use in groups I have been with. Though I think my players know I am happy to have them use knowledge checks to see if their character may know something the player doesn't. I think that helps encourage use of the knoweldge skills.
 

I learned that one of the PCs in my game had some ranks in Knowledge: Dungeoneering, so I decided to use it. Whenever I would make a dungeon, I'd make sure I put in places where he could use that skill to learn information.

Which is what I think you should do with all the Knowledge skills (hell, all of a PC's abilities, for that matter): when the player takes them, make sure that he can use them.
 

Lamoni said:
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.

There are none that I would not take, if skill points were limitless. My PC currently has Dungeoneering, Geography, Local, and Nature. By 20th level, I expect to have at least one rank in them all.

Arcana gets little use, in campaigns where I play. We don't seem to run into constructs, dragons, or magical beasts too much, and the other uses almost never come up... I think one of the problems, here, is that Spellcraft should be a part of this skill. "Arcane symbols" (like glyphs of warding, explosive runes, etc) get identified with Spellcraft, instead, and knowledge of spells IS knowledge of the arcane, by definition! I was surprised that this skill survived the 3e --> 3.5e rolling of many skills into one.

Architecture & Engineering sees a lot more use in our games than many, perhaps. You use it to know the merlons from the embrassures, for instance (which is important if the Captain orders them reinforced)! Architecture is also useful when you want a new & better tool... My PC is always wanting them designed, and having to pay someone else (!) to design his equipment (one of these days!)... He does have some excellent, multi-use items, however!

Aberrations & oozes are enough reasons to take a rank of Dungeoneering, for me... With my PC's INT bonus, he stands a decent chance of knowing what to hit something with. The other "uses", like Arcana, never come up.

Geography and Local step on each other's toes, a bit, again (like Arcana & Spellcraft). Geography gets used a lot less, but IF the GM prepares culture & customs AHEAD of time, it could prove quite useful! (Assuming you had it!) As it is, it rarely gets used for more than knowing where you are... At low levels, it can be nice to have 5 ranks, just to keep from getting lost, but at higher levels, it is much less useful.

History (along with Architecture & Engineering) should be on the Fighter's skill list (along with Profession (Bodyguard)). Old fighters tend to become Bards, in real life, and 5+ ranks in this would aid them. In our games, knowledge of history is probably more use than Arcana in learning about those ancient mysteries. Again, though, it requires the GM to make uses for it (for instance; most PCs looking at a statue get a description, but someone with Knowledge (History) gets a DC:15 roll. Rolls of 9 or less garner no new information. Failure by 5 or less results in being told that the statue looks familiar. Rolls of 15+ result in being told that the PC recognizes this as a statue of Good King Xanderus, and a little about the high points of his rule).

Local gets all kinds of uses! It gets used every day, whether in a new town or not. Just because you're not from the US doesn't mean that you've never heard of the legendary JFK, or the Cuban Missile Crisis, or Marilyn Monroe. Just the Humanoids, alone, is enough to make taking one rank worthwhile! Besides, knowing where to go, in a new town, to find lockpicks (or whatever) is worthwhile (unless you just like to explore). Being streetwise is always a good thing!

Knowledge (Nature) and Survival also step on each other's toes, a bit, but... unusually, having 5+ ranks in either adds a +2 Synergy Bonus to the other! So this is more complementing one another... The number of creatures is a major boon, too! Besides, there are any number of other things one can do with plants and animals besides eat them!

Nobility & Royalty and History also step on each other's toes - or complement each other - a bit. The +2 Diplomacy for 5+ ranks is also good... If you're playing in a "Foil" campaign, where the "Ignoble Noble" is the chief enemy (who can't be attacked, due to his station), then this is the knowledge skill that will be revealing his/her weaknesses! It is required for Political Intrigue games at court, Three Musketeers, and Robin Hood/Ivanhoe style campaigns. It sees no use, in ours.

Religion IDs that silver mare's head around the Prince's neck as the symbol for Ceres/Demeter, local goddess of agriculture, as opposed to some other cult. The knowledge of undead, alone, is worth the price of a rank.

Knowledge of the Planes is pretty useless, earlier on, but Sorcerers and Wizards who are summoning stuff from other planes should learn about them. At higher levels, you'd think the Druids and Rangers should have some skills here, as well.

Finally, Rangers should add their Favored Enemy Bonus(es) to appropriate knowledge checks, and be treated as trained, when it applies to their Favored Enemies... A Ranger with FE:Dragons, for instance, should be able to roll for Knowledge (Arcana) with his INT + FE bonus to learn about Dragons' weaknesses & defenses, but NOT when attempting to know something about Ancient Mysteries which don't involve Dragons. Rangers with FE:Outsiders (Evil) should be treated as skilled with Knowledge (Planes) when dealing with info about the evil planes & creatures, but unskilled when dealing with Celestials, etc.

ALL the knowledge skills are good and useful... What really bothers me is when GMs start adding new ones, like Knowledge (Elves)/(Dwarves), when Knowledge (Local) covers Humanoids, or Knowledge (Strategy & Tactics) when Knowledge (History) covers battles (and, indeed, that is what you study at war college). Even Knowledge (Quantumn Mechanics) falls under Knowledge (Nature), IMHO. I see no need to go inventing even more skills to make the PCs even more ignorant (and less heroic). YMMV.
 
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Most of the time in our group, the player suggests a knowledge skill they have and how it might apply to the current situation. That seems to work out best for us. For the times when I call for Knowledge skills, it's rarely Arcana, Architecture and Engineering, Dungeoneering, Geography, or the Planes. The others all see fairly frequent use.
 

die_kluge said:
Likewise, something obscure like knowledge(astrology) would probably only be used in a setting like Kalamar, where there are actual constellations defined.

It's funny you should mention that. I run a Kalamar campaign and I do believe Knowledge (astronomy) is the most called-for Knowledge check. :)
 

I'm not sure, but we might have never used Nobility, Dungeoneering and Architecture.

The first was taken by more than one PC, but in practice we probably never rolled it (tho not sure 100%).

Dungeoneering didn't come up yet, but only because we have played 3.0 more than 3.5, and in the 3.5 campaign simply no one has yet taken it (we have dwarves and PCs with Knowledge(Underdark) however).

Arch./Eng. was never taken IRC, and at some point we discussed if it was worth to make it more general, sort of Knowledge(Technology), to include different types of construction and devices.
 

And by the way, about monsters lore... We don't use those association very strictly. Most of the times, they are as suggested in the PHB, but indeed we take it as a mere "suggestion"... for example more than one may be used for the same creature, and some specific monsters may be switched under another Knowledge group.
 



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