Fatespinner RPG Superstar 2013 Top 32 |
An interesting situation came up recently: One of the characters in my campaign came across some items that had strange alchemical markings on them. The character in question possessed the Craft(Alchemy) skill and wanted to know if he could use it to identify the symbols. Well, normally, such a check would be the purview of the Knowledge skills but I ruled that, since one would HAVE to be familiar with one's own craft in order to perform it adequately, his ranks in Craft(Alchemy) also basically doubled as Knowledge(Alchemy) and let him roll normally. It seemed logical enough to me. Has anyone else run into this situation? Did you decide to deal with it the same way or was an actual Knowledge necessary?
Cosmo Director of Sales |
An interesting situation came up recently: One of the characters in my campaign came across some items that had strange alchemical markings on them. The character in question possessed the Craft(Alchemy) skill and wanted to know if he could use it to identify the symbols. Well, normally, such a check would be the purview of the Knowledge skills but I ruled that, since one would HAVE to be familiar with one's own craft in order to perform it adequately, his ranks in Craft(Alchemy) also basically doubled as Knowledge(Alchemy) and let him roll normally. It seemed logical enough to me. Has anyone else run into this situation? Did you decide to deal with it the same way or was an actual Knowledge necessary?
By all means, Craft (Alchemy) should be able to be used in lieu of a Knowledge (Alchemy). However, I always like to have a lot of knowledges in my games so I like to use a subtle push to encourage my players to take them.
In this case, I'd allow the default to the Craft skill, but at a slightly higher difficulty (+2). In order to encourage the player to actually have Knowledge (Alchemy) in the first place, I allow for a lot of synergy bonuses related to knowledges. Therefore, when a situation like this comes up, the player would already have taken the requisite knowledge to support their skill.
Personally (and I think this comes from playing so much 3rd Ed Shadowrun), I've found that weird and obscure knowledges are pure character depth. It makes the player think about their character and why they would have three ranks in Knowledge (Gnoll Derogatory Epithets). And those things have an uncanny knack for finding their way into a campaign.
Besides, there's just nothing more gratifying for a player or a DM when the player's Knowledge (Gnoll Derogatory Epithets) is all of a sudden brought into play.
Doug Sundseth |
When in doubt, let the character shine.
Taking ranks in some stuff seems near pointless compared to, say, Spot, so when people use those valuable skill points on other things... reward them.
Absolutely. Further, if the character had Profession: Alchemist in addition, I might not make him roll, and I'd certainly give him a significant bonus if I did require a roll.
Saern |
Considering that there is not Knowledge (alchemy), I would think it highly restrictive to not allow the player to make a roll to identify the markings, even though he has the only currently existing mechanic that could concievably do so, other than bardic knowledge. Besides, why put the info there if the party isn't meant to have it? That's somewhat akin to placing a secret door in a dungeon that's the only way to advance and then getting upset when the players find it. Why put it there, then?
Anyway, yes, your call was unquestionably the correct one, and it does, indeed, go without saying.
Now, what I do want from Craft (alchemy) is an expanded list of goods that one can make that remain viable and potent at higher levels, but don't necessarily require an item creation feat to make (improved and greater alchemist's fire, for example).
Thoth-Amon the Mindflayerian |
An interesting situation came up recently: One of the characters in my campaign came across some items that had strange alchemical markings on them. The character in question possessed the Craft(Alchemy) skill and wanted to know if he could use it to identify the symbols. Well, normally, such a check would be the purview of the Knowledge skills but I ruled that, since one would HAVE to be familiar with one's own craft in order to perform it adequately, his ranks in Craft(Alchemy) also basically doubled as Knowledge(Alchemy) and let him roll normally. It seemed logical enough to me. Has anyone else run into this situation? Did you decide to deal with it the same way or was an actual Knowledge necessary?
Good call. I would have ruled the same.
Thoth-Amon
Doug Sundseth |
Considering that there is not Knowledge (alchemy), ...
While there isn't one enumerated, the description from the PHB includes, "Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline. Below are listed typical fields of study. With your DM's approval, you can invent new areas of knowledge." In this, it is like Profession and Craft: the listed areas of specialization are not exhaustive.
There's something to be said for supporting (with die rolls) the idea that there is more to life than skills directly relating to adventuring.
(As noted, though, I'd still allow the Craft skill a chance.)
Saern |
Yes, but investing skill points in Knowledge skills si already questionable for some characters- inventing even more obscure ones to drain skill points in order to know things one would have to know to be proficient in Craft (whatever) would seem extremely rigid and restrictive. The Craft skill shouldn't just have a chance- it should work just like Knowledge (alchemy) (and Knowledge (Arcana) should be the one with a "chance" at working, possibly with the DC set 5 points higher).
Similarly, Knowledge (architecture and engineering) should allow one to use the skill to draw up blueprints and designs (although I concede that actually building them would, depending on the task at hand, require a series of different skill checks).
Fatespinner RPG Superstar 2013 Top 32 |
Yes, but investing skill points in Knowledge skills si already questionable for some characters- inventing even more obscure ones to drain skill points in order to know things one would have to know to be proficient in Craft (whatever) would seem extremely rigid and restrictive. The Craft skill shouldn't just have a chance- it should work just like Knowledge (alchemy) (and Knowledge (Arcana) should be the one with a "chance" at working, possibly with the DC set 5 points higher).
Similarly, Knowledge (architecture and engineering) should allow one to use the skill to draw up blueprints and designs (although I concede that actually building them would, depending on the task at hand, require a series of different skill checks).
I'm a fairly flexible DM and this is certainly not the first time something like this has come up. I was just kind of curious to see if that was the general concensus when it came to things like this. I've also been known to give a +2 synergy bonus to Use Rope if a character has 5 or more ranks of Profession (Sailor).
As for Architecture, I agree with you Saern, but the actual CONSTRUCTION of said building would certainly require Craft(masonry and/or carpentry). I would say that the Craft gives synergy to the knowledge, but not vice versa. The reason for this is that I can explain to you HOW a particle accelerator works thanks to my Knowledge(Phyiscs) but I sure as hell couldn't figure out how to build one. Someone who has built a particle accelerator, however, could probably tell someone about how it works.
Rothandalantearic |
Saern wrote:Yes, but investing skill points in Knowledge skills si already questionable for some characters- inventing even more obscure ones to drain skill points in order to know things one would have to know to be proficient in Craft (whatever) would seem extremely rigid and restrictive. The Craft skill shouldn't just have a chance- it should work just like Knowledge (alchemy) (and Knowledge (Arcana) should be the one with a "chance" at working, possibly with the DC set 5 points higher).
Similarly, Knowledge (architecture and engineering) should allow one to use the skill to draw up blueprints and designs (although I concede that actually building them would, depending on the task at hand, require a series of different skill checks).
I'm a fairly flexible DM and this is certainly not the first time something like this has come up. I was just kind of curious to see if that was the general concensus when it came to things like this. I've also been known to give a +2 synergy bonus to Use Rope if a character has 5 or more ranks of Profession (Sailor).
As for Architecture, I agree with you Saern, but the actual CONSTRUCTION of said building would certainly require Craft(masonry and/or carpentry). I would say that the Craft gives synergy to the knowledge, but not vice versa. The reason for this is that I can explain to you HOW a particle accelerator works thanks to my Knowledge(Phyiscs) but I sure as hell couldn't figure out how to build one. Someone who has built a particle accelerator, however, could probably tell someone about how it works.
Excellent point.