| Post/Author/DateTime | Post |
|---|---|
| sijigs11-18-07, 06:26 PM | Guys, our DM regionalizes Knowledge skills eg.. Knowledge, Local - Waterdeep or Knowledge, History - Waterdeep. If I was DMing I wouldn't do this as IMO it bogs play down, amongst other things. Any experience with this please? Pros and cons? |
| Salla11-18-07, 06:32 PM | I, personally, am against it because Skill Points are a limited resource and the further you have to spread them to useful effect, the fewer things your character can actually do. For what it's worth, I believe the way your DM does it is the official way of doing it in the FRCS. I would simply apply circumstance bonuses based on the character's background and exploits in game. For example, if the PC grew up in Waterdeep, he'd get a bonus to Knowledge (Local-Waterdeep), and if he's never been to Flamekeep, he'd get a penalty. I know I mixed two game words, but I can't name another city in FR besides Waterdeep. |
| sijigs11-18-07, 07:29 PM | Thanks Salla. The whole Knowledge thing is rather subjective. I guess it really depends how roleplaying heavy your campaign is. As a PC, it really hinges on how well you can justify your case to the DM to know what you know. Since my last Wizard, I've learnt to allocate points to Knowledge skills that are less likely get chopped by the 'regionalize' sword. Eg.. Arcana or Architecture and Engineering.. Which makes no sense but works with him.. :D |
| Axiomatic_vampire11-19-07, 04:27 AM | I've never liked the localized version of knowledge: local. Compare it to Knowledge: the planes. With the later you have a chance to know something about all of creation. Elemental plane of fire? Roll it, you know how to prepare. Going to fight Devils? Roll it and get some silver weapons. Going to Celestia? Roll it and know to expect lawful/good archons. Then there's knowledge: local (someholeinthewalltown). Bleh. Your DM better give you some pretty specific and useful information to make that worth your while. And I mean treasure map specific. |
| sijigs11-19-07, 09:30 PM | Hahaha. So true.. Just amp Spellcraft.. this gives you the ability to instantaneously identify *any* spell from anywhere with a meager DC. Yeah.. that makes complete sense. Another funny one are those feats/abilities that require you to be in a jungle/forest... I just totally shut off everything I see a PrC or feat like that. |
| Wih11-19-07, 11:37 PM | What makes more sense is what the GM should be doing with Planes and Geography checks aswell - increasing the DC for how specific the information you're after is. If you're wanting to know about Devils, or about Humans from a specific country, it's one DC. Wanting to know about a specific sect of Devils, or about Humans from a specific town? Higher DC. Alternatively, give a number of 'Familiarities' with Know: Local. 1 place per 2 ranks, say. Anything you're not familiar with takes a -5 or -10 to the check, or something. |
| Soel Griffin11-20-07, 03:34 AM | What makes more sense is what the GM should be doing with Planes and Geography checks aswell - increasing the DC for how specific the information you're after is. If you're wanting to know about Devils, or about Humans from a specific country, it's one DC. Wanting to know about a specific sect of Devils, or about Humans from a specific town? Higher DC. Alternatively, give a number of 'Familiarities' with Know: Local. 1 place per 2 ranks, say. Anything you're not familiar with takes a -5 or -10 to the check, or something. Great suggestions, all of them! |