I'm a fighter. Why the #@$%##& do I need Knowledge: Engineering (and other things)?


Homebrew and House Rules


Hey folks,

A couple of us are in a campaign where we are a pair of Cavalier brothers. As it happens, my guy (one year older) is the family diplomat and the other the family tactician. To better reflect this, we figured my guy would have the better social skills (Bluff, Dip, Intim, Sense Mot, KN: Nobility) while the younger brother would have the better tactical skills (Prof: Soldier (or Mercenary), KN: History, KN: Geography, KN: Engineering, KN: Nobility). My guys skills are kind of self-explanatory. His, not so much.

Ergo, just some suggestions on how the above skills might be used for those fledgling generals among us.

Profession: Soldier/Mercenary

Someone who had served in the military would know roughly the size of standard units, how they would be equipped and how they would most likely be used. A perception roll might spot an enemy soldier. A successful soldier/mercenary roll however could tell the spotter that, by his equipment he is most likely a scout who operates in a unit of no less than 2 but no more than 4 and is deployed no more than X miles ahead of the main host.

Knowledge: Geography

Half the battle is choosing your battlefield. Any golfer can tell you that one night of rain can turn greens that are as hard as clay one day into a soggy mess that a ball won't roll on the next. It is the same with a meadow that has a clay base. One night of storms and the water stays on the top and turns the whole thing to a slippery sliding mudhole that nothing can move across. A successful geography roll could show that. Or how dry or wet, a stand of trees are. Setting up a rank of archers just behind the treeline of a stand of dry wood to harry an approaching column probably seems like a good idea right up until the time the other side's resident mage fireballs their cover and cuts off their retreat. Rock, meet hard place.

Knowledge: History

Many battles have been fought throughout history and without a doubt there are written records of such. Knowing these accounts could lead to valuable insight. A successful history roll could reveal a strategy used elsewhere in a different time, that might be applicable to the situation at hand. If you are talking about a foe that has throughout time attacked from the same area (say a particularly well protected nation of goblins) nuggets of information as to their tactics in attacking and their strategies in retreat could have been gleaned during the commanding officer's studies and recalled now.

Knowledge: Nobility

Feudalism, for the most part, is about nepotism. Chances are, the guy moving pieces around on a table on the other hill is Sir Someoneorother. And if you know him, you might know his favourite move. Does he like flanking moves? Does he like misdirection? How does he like to use his calvary? Will he slug it out or will he make you chase him?

Knowledge: Engineering

One word: Catapults. Someone who can see those wooden monsters (and others like them) and makes a successful Engineering roll should be able to estimate, range, fire rate and yield not to mention quality of the build itself. As an option, if someone with Engineering is actually aiming a siege engine a GM might grant a +1 ATT bonus in addition to BAB for every +4 or +5 mod on the Engineering skill given that STR and DEX are probably not applicable in that situation.

Anyway, just some idle ramblings

Feel free to drop them in the nearest garburator

HH

Liberty's Edge

Thank you for the excellent +1 post. It shall help me against my next DM who has DR/magic.

Silver Crusade

Pathfinder Rulebook Subscriber

+1

This is actually good information that is a little outside the box (ie core book)


ThornDJL7 wrote:

+1

This is actually good information that is a little outside the box (ie core book)

Just thought of another use for KN: Engineering. Detecting tunneling under the castle walls. "Those pesky sappers..."


+1

This is my kind of thinking.

Need to take out an army? Know where to locate the key stone of the local dam.

Silver Crusade

Pathfinder Adventure Path Subscriber
ItoSaithWebb wrote:

+1

This is my kind of thinking.

Need to take out an army? Know where to locate the key stone of the local dam.

Except, of course, we're talking about a fantasy world where a medium level caster can handle all such trouble with ease.


+1
I'm glad someone put up info like this. The thread title made me think something else was going on!


Gorbacz wrote:
ItoSaithWebb wrote:

+1

This is my kind of thinking.

Need to take out an army? Know where to locate the key stone of the local dam.

Except, of course, we're talking about a fantasy world where a medium level caster can handle all such trouble with ease.

Yeah, but chances are if you have one, they got one too.

HH

Silver Crusade

Pathfinder Adventure Path Subscriber

And that's why several ideas which would be great in a Real World don't work in a Fantasy World.


Gorbacz wrote:

And that's why several ideas which would be great in a Real World don't work in a Fantasy World.

I'm thinking that your medium level caster would probably be busy keeping their medium level caster's smack off of his armies back as opposed to trying to blow stuff up. After all, what good are holes in the wall if there is only the mage left to charge through them?

A wise man once told me: 'In a fight that pits one man and a machine gun against 1000 men with spoons, bet on the spoons.'

HH

The Exchange

Gorbacz wrote:
ItoSaithWebb wrote:

+1

This is my kind of thinking.

Need to take out an army? Know where to locate the key stone of the local dam.

Except, of course, we're talking about a fantasy world where a medium level caster can handle all such trouble with ease.

You are of course running with the assumption that the game world being used here is fantastic enough to have medium level casters. It could concieveably be a low fantasy game where this kind of skill use is essential. (David Gemmel wrote fantasy books that fell into this catagory,and they are some of the best fantasy novels available)

To the OP, great way to think outside the square and allow for alternate options in skill selections. Your title was a little inflamatory though hehe.


Hockey_Hippie wrote:
Gorbacz wrote:

And that's why several ideas which would be great in a Real World don't work in a Fantasy World.

I'm thinking that your medium level caster would probably be busy keeping their medium level caster's smack off of his armies back as opposed to trying to blow stuff up. After all, what good are holes in the wall if there is only the mage left to charge through them?

A wise man once told me: 'In a fight that pits one man and a machine gun against 1000 men with spoons, bet on the spoons.'

HH

Spoons are fearsome weapons in the hands of trained soldiers.

My alternate joke was:
Especially if the gunner is guarding cake. Fat kids love cake.


Ironicdisaster wrote:

Spoons are fearsome weapons in the hands of trained soldiers.

My alternate joke was:
Especially if the gunner is guarding cake. Fat kids love cake.

Spoons in the hands of trained soldiers sure.

But then you put one little tea cup in an awesome fighter's hand and you could loose your heart.


Engineering is prolly the most important skill for a non-barbarian army (i.e. roman and modern armies)
As by the book: buildings, aqueducts, bridges, fortifications
I would add roads, sapping, tunnels, etc.. and it migth be related to logistic issues too.


I am in full agreement with the others - this is great stuff. Have you read the college-trained fighter variant from the original Campaign Guide? I think it has most of these skills and 4+Int skill points per level to make the most of them with.


Dabbler wrote:
Have you read the college-trained fighter variant from the original Campaign Guide? I think it has most of these skills and 4+Int skill points per level to make the most of them with.

*Insert appropriate reference to Roy Greenhilt and his Master of Battle Administration degree here...*

RPG Superstar 2010 Top 16

PathfinderEspañol wrote:
logistic issues

That's where Profession (soldier) comes into it. "Well, if it were me, I'd run a supply route through here... we still got that Earth Elemental Gem?"


Hockey_Hippie wrote:
Gorbacz wrote:

And that's why several ideas which would be great in a Real World don't work in a Fantasy World.

I'm thinking that your medium level caster would probably be busy keeping their medium level caster's smack off of his armies back as opposed to trying to blow stuff up. After all, what good are holes in the wall if there is only the mage left to charge through them?

A wise man once told me: 'In a fight that pits one man and a machine gun against 1000 men with spoons, bet on the spoons.'

HH

Only if the spoons have the ball to suck up the number of men they are going to lose. The machine gunner had better hope they break before rather than after he runs out of ammo.

Dark Archive

The Admiral Jose Monkamuck wrote:
Hockey_Hippie wrote:

A wise man once told me: 'In a fight that pits one man and a machine gun against 1000 men with spoons, bet on the spoons.'

HH

Only if the spoons have the ball to suck up the number of men they are going to lose. The machine gunner had better hope they break before rather than after he runs out of ammo.

I think he meant more the spoons literally. As in, the gun will have overheated and exploded, and all of the men (including the gunner) will be dead. Only the spoons will be left. Poor things.

@wrath, Katherine Kerr's novels also tend to be this type of low fantasy.


I have it on good authority that sporks have replaced spoons as the weapon of choice for soldiers these days.


Oh and I've posted a link to this thread in the kingmaker forum because I think this would be very applicable to that AP.

RPG Superstar 2010 Top 16

Nevynxxx wrote:
@wrath, Katherine Kerr's novels also tend to be this type of low fantasy.

Also Glen Cook. (Except the fantasy detective books. Those are just silly.)

Dark Archive

tejón wrote:
Nevynxxx wrote:
@wrath, Katherine Kerr's novels also tend to be this type of low fantasy.
Also Glen Cook. (Except the fantasy detective books. Those are just silly.)

Ohh, new authors to look up, thanks!


Knowledge engineering
1 rank

uses
dig latrines
set up tents
find/utilize resources
So knowing which trees to cut to build seige engines.....

Think of it as what knowlege does the assitant need often the aristocrat/expert has the know how on this stuff not the
infantry
calvary
archers


KenderKin wrote:

Knowledge engineering

1 rank

uses
dig latrines
set up tents
find/utilize resources
So knowing which trees to cut to build seige engines.....

Think of it as what knowlege does the assitant need often the aristocrat/expert has the know how on this stuff not the
infantry
calvary
archers

True, but this is assuming a single rank (or +1 mod). The premise I'm working under is one in which there is decent skill rank investment in those above skills.

HH


Hockey_Hippie wrote:

Knowledge: Engineering

One word: Catapults...

Engineering is far more than just catapults.

For one let us not forget balista's, mangonel's, trebuchet's, and the dozens of other myriad machines of war through the ancient times up to and including any device that could be construed as an artillery piece. Engineering would cover the building, maintenance and firing of those as well.

Also, there is bridge making/river fording. Field fortification building, such as quick walls, earthen ramparts and embankments, trench digging, emplacement of sharpened logs/battlefield obstacles to limit enemy troop movement and create funnels on the battlefield to steer or slow the enemy. Pitfall and trap placement (shallow hidden pits to cause horses to break legs when charging over what was supposed to be even ground or flame trenchs by soaking specific troughs or even area's with large amounts of oil as examples).

And there is also the classical use as for designing tunnels for mining or siege work, design and creation of myriad mechanical/clockwork devices, and plain old building/castle/fort designs, construction and how to get past/destroy or defend against all the above.

Lastly, in a world were some sort of explosives exist, either magical or mundane, it also covers how to best use such to damage static emplacements and clear obstacles such as fences or barbed wire, or the same defensive fortifications I listed above.

Even in fuedal/medieval/ancient times, these skills were all very advanced.


Excellent thread.

This isn't something I've seen in actual play, but in the Monster Collection series the fighter/rogue was able to use his Knowledge: Engineering to create a basic map of the inside of the Big Bad's fortress by studying it from the outside, including guesses as to where the treasure they were trying to recover was kept.


On the magic trumps all topic...

It is pretty common in most fantasy lore that having magic users on both sides of the battlefield tends to cancel out. I can add 3 more examples to the list.

The reasons for this mostly boil down to
A. Mages are too valuable of a resource to risk exposing to enemy fire. This limits their direct effectiveness on the battlefield.
B. Mages counter mages. While the attackers are scrying the castle, the defending mages should be casting protections against scrying, etc.

Wheel of Time - In the large scale battles, there were people on both side using magic to blast their enemies, but they spent a lot of time countering each other. This tended to minimize the raw effect of magic. Overall, it was good strategy that won battles when their was magic on both sides. Now, battles with magic only on one side had a tended to be a massacre.

Sword of Truth - Mages largely countered each other. Most of the magic in battles revolved around clever ways of suprising the others sides mages.

Warhammer Fantasy Table top - If the number of magic users is closely balanced, the magic phase tends to be a wash without a whole lot of damage being done on either side. This is why a lot of armies take at least one mages to cancel out some of their opponents magic.


Skills every great material warrior needs:

Acrobatics (there might come a time where you need to transverse a chasm or crack in the ground and there's no way to get across other than to JUMP FOR ITTTT)

Appraise (any warrior worth the gold pieces he carries knows which sword is masterwork and what armor is mithril)

Climb (the only thing more satisfying than conquering a mountain is saving your friend from falling off the side of one).

Diplomacy (just as not every Mage's Guild is going to craft your +5 Vopal Sword at a discount it is also true not every Innkeeper is willing to give you a discount for a night's stay in your injured)

Heal (Not every party has a divine healer and as the old saying goes, "when you reach -10 the only one left for you to argue with is the reaper...and he's got quota's to meet)

Intimidate (monsters are often just as hard to squeeze info from as sociopaths of any "civilized" race)

Knowledge: Geography (know your enemy and KNOW YOUR BATTLEFIELD)

Knowledge: History (if it's not worth researching the tactics of past enemies it's DEFINITELY WORTH the knowledge of the past itself [as if your not part of a army your probably going to be an adventurer and almost 99.99% the dungeons (as well as a good deal in them) you'll be exploring will have been constructed, made, or spellcasted IN THE PAST)

Knowledge: Nobility (while it's good to have friends in high places, without this skill you might find it hard to MAKE FRIENDS in high places)

Knowledge: Engineering (Catapults AND MAKE-SHIFT BARRIERS/BARRICADES not to mention you might want to build your own stronghold one day and why not aid the skill check of an engineer whose working to construct a castle for ya)

Ride: Sean Connery was wrong in Highlander 2! The horse and cart is still in...along with dragons, dire wolves, tigers, beasts...etc...

Swim: It's nice to take a bath in a pond or stream, until an Aboleth or something worse pulls you under. If you don't know how to swim then, better pray your friends know how...

Survival: Despite what Taldorians might think about Taldor, civilization only extends so far. When your in the wilderness without rations or someone without create food and water prepared to cast, you hunt, you forage, you survive...or you don't survive at all.

Shadow Lodge

That is a very impressive list of Skills and the reason to have them!

+1 Berselius!

Scarab Sages

ItoSaithWebb wrote:
Ironicdisaster wrote:

Spoons are fearsome weapons in the hands of trained soldiers.

My alternate joke was:
Especially if the gunner is guarding cake. Fat kids love cake.

Spoons in the hands of trained soldiers sure.

But then you put one little tea cup in an awesome fighter's hand and you could loose your heart.

Best EVAR cup scene.

Doc Holliday

Dark Archive

Gilfalas wrote:
Hockey_Hippie wrote:

Knowledge: Engineering

One word: Catapults...

Engineering is far more than just catapults.

For one let us not forget balista's, mangonel's, trebuchet's, and the dozens of other myriad machines of war through the ancient times up to and including any device that could be construed as an artillery piece. Engineering would cover the building, maintenance and firing of those as well.

Also, there is bridge making/river fording. Field fortification building, such as quick walls, earthen ramparts and embankments, trench digging, emplacement of sharpened logs/battlefield obstacles to limit enemy troop movement and create funnels on the battlefield to steer or slow the enemy. Pitfall and trap placement (shallow hidden pits to cause horses to break legs when charging over what was supposed to be even ground or flame trenchs by soaking specific troughs or even area's with large amounts of oil as examples).

And there is also the classical use as for designing tunnels for mining or siege work, design and creation of myriad mechanical/clockwork devices, and plain old building/castle/fort designs, construction and how to get past/destroy or defend against all the above.

Lastly, in a world were some sort of explosives exist, either magical or mundane, it also covers how to best use such to damage static emplacements and clear obstacles such as fences or barbed wire, or the same defensive fortifications I listed above.

Even in fuedal/medieval/ancient times, these skills were all very advanced.

I'm reminded of a story of Caesar. He once, in full view of enemy scouts, had a bridge built over a river, marched his entire legion across the bridge then had them all return to the other side and had the bridge destroyed. Just to point out the fact that he could go anywhere he wanted to and there was nothing they could really do to stop him.

I believe that's as good enough reason to have Knowledge: Engineering as any.

Sovereign Court

Knowledge skills are the corner stone of a real soldier. Patton read Rommels book and helped understand the enemy. Before gunpowder and after the introduction of the lethal trebucht to eastern europe and its migration over. The schools/college's of war were just for enigneers. Knewest advancements and appilcations. The widening of walls, heights, rounded towers, inner and outer walls, defenses (murder holes, archer slits, etc.), etc. many of the old world adversaries went to the same school as thier rivalies.

knowledge history and enigneering can give all kinds of info as can nobility. They can tell who you are fighting just from formations and camping habits b efore you even look at the crest on the flag.

Liberty's Edge

Not to mention, from Knowledge History - you can know what worked and didn't work when another general was in your position.


Lyrax wrote:
Not to mention, from Knowledge History - you can know what worked and didn't work when another general was in your position.

Napoleon Bonaparte once said that he learned nothing new about warfare since reading the history of it as a beginning student. His point was, all the strategies and tactics had all been done before, you just had to work out how to apply them correctly.


West Point was founded as an engineering college. Even as late as the Civil War, Grant's campaign down the Mississippi involved building bridges, buidling barges, cutting canals, setting up supply depots, undermining fortifications, building fortifications, and conducting sieges.

Any earlier, and K(engineering) becomes MORE important.

Shelby Foote's Civil War, if anyone is still looking for a good book.


I had a cool idea that mashes together Knowledge (engineering), Profession (farmer), and the spell commune for Kingmaker.

Uh, that's assuming that you can sneak Knowledge (engineering) into Knowledge (engineering and mathematics), like it was in 3.5.

With enough math, you can build a decision tree based on the answers to yes/no questions. With enough farming know-how, you can know what it means when your deity says it will be a good year for grapes.

Build a decision tree that uses commune to ask simple yes/no questions about crop futures that actually have very complicated premises (ie, if grapes are good, then it means a wet July and a dry August or something). Based on the answers to previous questions, you can avoid asking redundant questions, and you can ask more in-depth questions (red grapes or white?).

commune doesn't predict the future more than a year in advance. Which is _plenty_ of time when all you want is a 100% accurate farmers' almanac. Which lets your farmers know ahead of time which crops to plant and which to avoid, which prevents famine and boosts the heck out of your tax base. If you almanac a large enough contiguous geographic area, you can repay the cost of the commune spell by a lot.


I have used KN:Engineering on my Dwarf Paladin when the Rogue was absent from game to circumvent traps, rather than disable them. That is of course, assuming you spot them or trigger them without dying.

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