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gollummen Lieutenant Commander
Joined: 18 Aug 2005 Posts: 159 Location: Denmark
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Posted: Tue Oct 31, 2006 5:08 pm Post subject: Is knowledge too weak? |
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Just wanted to add to the fun!
No, seriously, in my group people tend to have little knowledge, because it rarely affects the game directly and many of the knowledge skills are "soft" skills. _________________ All stats 2D, except: brawling parry: versus boxing 2D+2, melee combat: swords 3D, melee parry: swords 2D+2, languages: english 2D+1, scolar: history 3D, scolar: social studies 2D+1, brawling: boxing 2D+2, computer programming/repair 2D+1. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Nov 01, 2006 2:32 am Post subject: Re: Is knowledge too weak? |
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gollummen wrote: | Just wanted to add to the fun!
No, seriously, in my group people tend to have little knowledge, because it rarely affects the game directly and many of the knowledge skills are "soft" skills. |
Not really. I have seen some characters 'rule' teh day, with just his streetwise (8d), survival (6d), tactics (6d), alien species (5d), languages (8d) etc... _________________ Confucious sayeth, don't wash cat while drunk! |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Wed Nov 01, 2006 8:04 am Post subject: |
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Yup, I've lost a character or two due to low Survival skills
When GMing I've also let players completely slip by crucial story elements because they didn't have the streetwise/business/cultural/whatever savvy to pick up on something.
In general though, yeah, it's not a make or break attribute. |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Wed Nov 01, 2006 5:06 pm Post subject: |
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This is probably the place where I could stand to read a few adventures you guys have made up. Usually survival, languages, and alien species don't help my players. No one has ever used the Scholar skill. |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Wed Nov 01, 2006 6:01 pm Post subject: |
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Languages can be pretty important when dealing with PCs and NPCs that don't speak Basic. For example in a recent game, I was playing a Chadra-Fan... of course no one knew Chadra-Fan and many Languages rolls were made through the game, more often than not, they had no idea what I was trying to tell them... which didn't always work in their favour, as I was the ship's tech. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Nov 02, 2006 3:41 am Post subject: |
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Ankhanu wrote: | Languages can be pretty important when dealing with PCs and NPCs that don't speak Basic. For example in a recent game, I was playing a Chadra-Fan... of course no one knew Chadra-Fan and many Languages rolls were made through the game, more often than not, they had no idea what I was trying to tell them... which didn't always work in their favour, as I was the ship's tech. |
Lets see... I had one game (home, not con) where cause of a fubar with languages, they peeved off a starport official, then cause of not knowing where he kept his reproductive organs (they thoght all aliens had them between the legs) they tried to kick his 'sack' only to strike out. Further on, due to not knowing the culture, laws etc, they wound up going to jail for a long time... Had they used any of those skills (or had them at decent die codes) they might have gotten off with a large fine... _________________ Confucious sayeth, don't wash cat while drunk! |
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Zarm R'keeg Commander
Joined: 14 Apr 2012 Posts: 481 Location: PA
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Posted: Sat Apr 14, 2012 8:51 pm Post subject: |
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There are two kinds of players, methinks- you can look at them as RPG videogamers. There are those that will go explore every little signpost, talk to the minor NPCs, etc.- for deep games with little bits of the mythos sprinkled throughout (like letters that can be found that add detail to the universe and setting), they will find out everything they can. Then, there are the 'goal gamers'- they are there to WIN- to collect loot and XP, level up, take all comers, emerge triumphant. All that other stuff is just extraneous, useless stuff, because it doesn't practically contribute to accomplishing their goals.
These are the types that care nothing for knowledge- and for the most part, this just nets them no penalty except their own enrichment and depth of knowledge about new things- which is not really something they care about. Unfortunately, many players- mine included- are like this.
If you really want to encourage people to learn more skills, have them run into more beings that don't speak basic, get trapped in jungles with no ability to survive, have to overcome a ton of red tape and beuracracy to accomplish their goal, etc. so that their lack of knowledge actually becomes a handicap. Otherwise... yeah, it tends to be underutilized, but the only thing you can really do is bemoan the fact that they don't really want to learn more about the universe you've created, and move on. _________________ Star Wars: Marvels, the audio drama: www.nolinecinemas.com
Hard core OT, all the way! |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sat Apr 14, 2012 9:48 pm Post subject: |
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Zarm R'keeg wrote: | These are the types that care nothing for knowledge- and for the most part, this just nets them no penalty except their own enrichment and depth of knowledge about new things- which is not really something they care about. Unfortunately, many players- mine included- are like this.
If you really want to encourage people to learn more skills, have them run into more beings that don't speak basic, get trapped in jungles with no ability to survive, have to overcome a ton of red tape and beuracracy to accomplish their goal, etc. so that their lack of knowledge actually becomes a handicap. | I remember that tactic specifically not working on me. I think the way to sell Knowledge stats to players like me is to use their greed. Tempt them with a taste of a moving black market, and then hide it from them. Their lust for deadly gadgets will fuel an exponential rise in Streetwise. Let them bargain hard to sell a crate of stolen E-11s for 2500 apiece on a war torn world, only to find out that the going rate around there is 4500 apiece. Their Value skill will suddenly spike. Pair them up with General Cracken for a battle and let them watch as he uses a squad of farmers to funnel a team of mercenaries into a box canyon and then pushes a speeder full of explosives in on top of them, and they will start to improve their Tactics skill. The carrot works better than the stick. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Apr 15, 2012 12:08 am Post subject: |
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And as someone who also has had it back fire; players threatened to leave as the DM (me) was seen as willfully trying to screw them over, i caution doing that too often. _________________ Confucious sayeth, don't wash cat while drunk! |
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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Sat Jun 09, 2012 3:27 am Post subject: |
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While I have heard this topic and discussion many times, and often encounter the attitude that Knowledge skills are soft skills, and thereby unescessary, I have never quite agreed with it. In games I run, having some good knowledge skills is critical, as otherwise players will often miss valuable clues and information. Also, I use a lot of knowledge skills as baselines for determining other key skill uses in clever ways. A lot of how to apply Knowledge skills can be left to individual and group play style as well as the tastes, and certainly in a Combat heavy game, Knowledge skills may seem under-valued. Consider though:
Where do your players turn after a firefight with local imperial authorities, when several are badly wounded, and knowing that all medical facilities will report blaster wounds? Or where can the players find replacement power cells for that beloved Medium Repeater on it's gyro-mounting that they just love to lay down the law with against those Imps? WHo will they be able to by Data-spikes from to crack the security at the Imperial Data center and get the Imperials Battleplans for the Tirol sector? If only they had a few underworld contacts...if only they had a better Streetwise Die Code.
The Friendly Gand scientist that was asisting the players develop a new sensor kit for piercing themists has been Poisoned...does anyone know enoguth about Gand physiology to treat him? That Amanaman is dynamite with that Bibroblade, is there any weakness I can exploit, or anywhere I can hit him to drop him faster? If only I knew more about Alien Races...
Is that Bothan trying to flirt with me? Why is this dang aqualish always picking fights? I don't trust this Devoronian as he wont look me in the Eyes. Why does this Farghul have a perpetual Mad-on for my Jedi? All these alien cultures are confusing to me, I wish I had a higher Die Code.
Oh, do I recognize the type of data console taking up the chamber? What sort of technology exists for geological survey? How does hyperspace work? If only I had a better Die Code in the Technology skill (1st edition skill, but should never have been removed).
"No I don't have a landing permit. I'm trying to reach Lando Calrisian..." Wish I knew what forms to fill out to get a landing permit so they'd quit shooting at me! If only I had some dice in Bureacracy.
There are lots of ways to work Knowledge skills into a good plot, and still keep a game interesting. In fact, the mini-adventure I just ran for my new players was almost all Knowledge and Perception skills, with a few Mechanical and Technical thrown in, and so far the players are really enjoying it (of course I am just laying groundwork for the action to come).
I often thought there should be more skills under knowledge, and have created a whole slew of my own. If there's interest, I can share some of them. Also, if there's interest in some ideas on new and interesting ways to use skills, I can put more time into the descriptions and write it in to one of the revisions to my Skill Use guidebook that is always growing? Overall though, I'd say never underestimate any skill group, it's all in how you write up the adventures. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sat Jun 09, 2012 8:27 am Post subject: |
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If Knowlegde is too weak, it depends on the GM and the types of games he runs... To each their own of course.. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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The Brain Lieutenant Commander
Joined: 03 Jun 2005 Posts: 242
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Posted: Mon Jun 11, 2012 6:20 pm Post subject: |
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Knowledge weak?! Bite your tongue sir!
For example:
Where can we find some illegal weaponry? Streetwise
How much is this cargo hold of Gallowian glow worm silk we just "liberated" worth? Value
Whats the taboo we have to avoid so the locals won't slowly and painfully kill us? Cultures
Say where is an out of the way little known but comfortable planet where we can hide out from that bunch of angry crime lords, imperial inquisitors, and pirate gangs? Planetary systems |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Jun 11, 2012 6:39 pm Post subject: |
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Some of the oftne over looked facets are also.
When in a starport, how do we get our ship's launch bumpped up in the order, so we can get out of here faster without incurring a fine or worse a bounty - roll bureaucracy.
What is an acceptable bribe to give this customs inspector, or will he even accept one - bureaucracy
the group wants to take on these baddies, but want to know if as a private citizen on this imperial world, our taking them out gets ME into hot water - law enforcement
Hey, that wookie is intimidating me!!! - willpower. _________________ Confucious sayeth, don't wash cat while drunk! |
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Blue Glowie Ensign
Joined: 01 Mar 2011 Posts: 29
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Posted: Mon Jun 11, 2012 8:50 pm Post subject: |
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Knowledge becomes pretty powerful (and fun) if you let your players make up the facts themselves, instead of always querying the GM. Of course, the Difficulty for the roll should be based on how much the made-up fact benefits the player.
This method doesn't work for every skill listed under Knowledge, but my group has had a lot of fun using it with skills like Bureaucracy, Alien Species, Planetary Systems, Cultures... |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Mon Jun 11, 2012 8:57 pm Post subject: |
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Blue Glowie wrote: | Knowledge becomes pretty powerful (and fun) if you let your players make up the facts themselves, instead of always querying the GM. | I haven't ever done that, but it is an interesting idea. |
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