Archived from groups: rec.games.frp.dnd (
More info?)
"Peter Knutsen (usenet)" <peter@sagatafl.invalid> wrote in message
news:42acb882$0$67257$157c6196@dreader2.cybercity.dk...
>
> i.hate.spam@hotmail.com wrote:
>> I have only the PHB, so bear with me if this question has already been
>> answered in another source. Thanks for the feedback...
>>
>> Will spending 1 point to buy Knowledge(Local) actually give a pc better
>> than common knowledge for every single area in the gameworld...every
>> village, every town, every city...just for 1 point? If so, that's quite
>> a deal. Seems like a pc should have to spend a point for each different
>> area. Am I misreading the skill description?
>
> A problem in D&D3 (and to a lesser extent also in other RPG systems) is
> that knowledge skills (and also, to a lesser extent, other types of
> skills) must not be dilluted too much.
>
> D&D 3.0 was open-ended about the Knowledge category of skills, so that GMs
> (and, probably worse, third-party supplement publishers) could add new
> Knowledge skills.
>
> D&D 3.5 made the *very* wise decision of defining a rigid list of
> Knowledge skill categories, covering (presumably) *everything*. Such
> rigidity is extremely comfortable from the players' point of view.
>
> GURPS 4th Edition seems to me to have gone in the wrong direction, by
> messing up the History skill in that one must now take mandatory
> specializations, so that in order to create a character with a general
> knowledge of history, one must purchase the History skill something like
> six or ten times each time with a different specialization, in order to
> cover everything.
>
> You should not go in that direction. Your job is to entertain your
> players, not screw them.
>
>
> (Another debate entirely, and off-topic in here, is why some systems have
> Knowledge skills (e.g. D&D3 and Decipher's LOTR and Hero System), whereas
> other systems such as GURPs and my own Sagatafl, avoid them like the
> plague, and make do with specific skills like History, Zoology and Magic
> Theory instead. One might guess fear of open-endedness, on behalf of the
> plauyers, but I'm not sure).
Shadowrun 3.0 handles it differently: Active skills you use points from the
priority chart at char-gen. While Passive (Knowledge) skills are base on a
multiplier of the char's INT. And there's no limit to what your Knowledge
Skills can be, pretty much flavor, practical or a mix of the two. It was
actually kinda funny to see one of my players come in with a Troll Sammy
with a knowledge skill of Elven Orchestra Composers.
The only part of this that makes a headache for me is somehow working the
use of some of these Knowledge skills into practical gameplay. One thing
for a PC to have a K.S. in Explosives or Heavy Machine Guns(meaning he knows
the theories and physics behind it) versus aforementioned Elven O.C.