| PD |
I was thinking of radically changing how Knowledge skills work.
1) Scrap all Knowledge skills
2) Add the following skills: Lore, Streetwise
3) For 1 skill point, a character can buy a Knowledge. Having an applicable knowledge gives +5 to a relevant skill roll when trying to recall information. E.g. Knowledge *(Sandpoint), Knowledge (Forests), Knowledge (Abjuration), Knowledge (Chelaxian Nobility), Knowledge (Outsiders). A relevant knowledge can also add +2 complimentary bonus to relevant non-Lore skill checks (e.g. Knowledge (Abjuration) when using Spellcraft to identify a spell from that school).
4) PCs without a relevant Knowledge cannot Take 10 on a Lore check.
Arcana - use Lore (for pure information) or Spellcraft
Dungeoneering - Lore or Survival with relevant knowledge
Engineering - Lore
Geography - Lore
History - Lore
Local - Streetwise (or Diplomacy for gather information)
Nature - Lore or Survival
Nobility - Lore or Diplomacy
Planes - Lore or Spellcraft
Religion - Lore
Because Lore can be used unskilled, it is possible that PCs could now make Lore rolls where previously they wouldn't be able to. As such, a GM can rule that certain checks require a relevant specialism before a roll can be made.
Thoughts?
p.s. I'm also considering treating professions and crafts in the same way, but less sure about that.