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General Tabletop Discussion
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What would you do about History and Religion if you shifted settings?
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<blockquote data-quote="Li Shenron" data-source="post: 7212918" data-attributes="member: 1465"><p>I think you're overthinking it...</p><p></p><p>But I don't know how you normally handle Knowledge checks so I cannot say what's best for you.</p><p></p><p>In my games I actually grant Knowledge checks VERY frequently, but I tend to do so ONLY to proficient characters.</p><p></p><p>I would be more concerned on keeping some in-game consistency rather than maintain the same level of usefulness for that skill. So what I would do, is have those knowledge skills become unreliable or useless in the new world for the time being, and tell the player that this is just as fair as a Fighter losing her sword, or a Wizard having to cross an antimagic zone, or a Cleric having pissed off her deity and lose her spells for a while: it's just a chance to try and rely on a different tactic.</p><p></p><p>If the setting switch is temporary, there is nothing to worry about. If it is long-term or permanent, then of course I will gradually let the character learn and acquire knowledge, and maybe I wouldn't even require her to specify details on the how.</p><p></p><p>This kind of sounds harsh only if you really drop a totally new world that somehow was completely separated from the starting world, but that's actually not at all what happens typically with multiple planes of existence... there is always some chance that someone on the (first) material plane had already visited the other, and knowledge of it slipped out one way or another. Meaning that you can still grant some of those checks now and then, without making them feel like out of place narratively.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7212918, member: 1465"] I think you're overthinking it... But I don't know how you normally handle Knowledge checks so I cannot say what's best for you. In my games I actually grant Knowledge checks VERY frequently, but I tend to do so ONLY to proficient characters. I would be more concerned on keeping some in-game consistency rather than maintain the same level of usefulness for that skill. So what I would do, is have those knowledge skills become unreliable or useless in the new world for the time being, and tell the player that this is just as fair as a Fighter losing her sword, or a Wizard having to cross an antimagic zone, or a Cleric having pissed off her deity and lose her spells for a while: it's just a chance to try and rely on a different tactic. If the setting switch is temporary, there is nothing to worry about. If it is long-term or permanent, then of course I will gradually let the character learn and acquire knowledge, and maybe I wouldn't even require her to specify details on the how. This kind of sounds harsh only if you really drop a totally new world that somehow was completely separated from the starting world, but that's actually not at all what happens typically with multiple planes of existence... there is always some chance that someone on the (first) material plane had already visited the other, and knowledge of it slipped out one way or another. Meaning that you can still grant some of those checks now and then, without making them feel like out of place narratively. [/QUOTE]
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What would you do about History and Religion if you shifted settings?
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