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5e knowledge skills
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Author:  toodeep [ Sun Jan 22, 2017 12:46 pm ]
Post subject:  5e knowledge skills

Arcanis has traditionally required a number of knowledge skills to be able to know much of anything, with 3.x and ARG pretty much open to having knowledge (X) of a million different types. How will knowledge checks be handled in 5e now that the knowledge skill is gone, skill points are essentially gone, and the range of knowledge is essentially just expert, trained, or untrained in skills like arcanum, history, nature, and religion?

Author:  EddieS [ Sun Jan 22, 2017 6:44 pm ]
Post subject:  Re: 5e knowledge skills

Depends on the subject, but "knowledge" is already in the game, just cleverly placed under skills and proficiencies already existing in 5e. Example: You wish to know about the local fauna in the area? The knowledge of that would be under Nature. What spell was cast? The knowledge of that is under Arcana. What type of gem you found and its value? Knowledge of that is under proficiency Jeweler's Tools. What type of weapon wounded/killed a person? Weapon proficiency, Smith's tools, or Medicine. The list can go on and on.

Basically "Knowledge Skill" has become a sub-department for skills and tool proficiencies already existing in 5e.

Regarding range. If the roll involves one's proficiency bonus, then it's trained. If not, then it's untrained.

Author:  Auroris [ Sun Jan 29, 2017 11:34 am ]
Post subject:  Re: 5e knowledge skills

EddieS has the right of it. Knowledge skills in ARG don't function the same way as skills and tool proficiencies in 5e do.

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