Better for this AP - knowledge or ignorance of technology


Iron Gods

Scarab Sages

Pathfinder Adventure Path Subscriber

Hey guys, it seems this AP has an option where players can have technological knowledge.

Do you feel it's better that they do or don't to enjoy the AP?

Would it work if they gradually gained these skills and access to Technological feats?

Thanks in advance
Reebo


It can work either way. If players are ignorant (Due to the strict control of knowledge and information by the Technic League), then this can help not only introduce technology slowly, getting players used to the new rules and allowing characters to slowly grasp just how awesome tech is, but it can also help introduce certain important NPCs in Book 1.

Alternatively, if there is at least one player who, from the get-go, can identify tech items, then the players can not only get to use those fancy items sooner, but they'll have an advantage with surviving the numerous challenges in the campaign.

If I were to run another group (Mine is almost at the end of book 1), I would probably make the single change of requiring Technologist to be level 5 before you can take it, barring the Numerian Scavenger rogue archetype, and requiring technological firearms a separate exotic weapon proficiency feat from normal firearms.

Doing so would mean that players have to invest extra time and energy into learning how to use the tech firearms they find (Making the investment a more important decision) and only those who have close ties with Khonnir Baine via the Campaign Trait (Local Ties) can reasonably have a chance of identifying tech on their own early on - which makes sense due how controlling the Technic League is on information about tech.

But really, it can work both ways just fine.


Pathfinder Adventure Path Subscriber

The players start in Torch, a town in Numeria. There they will have been in touch with technology already, even if they are not from there.

The technology guide has some feats and archetypes that are appropriate, even for level 1 characters.
Also tell them about the use of knowledge engineering.
Using the players guide to the AP is also a good thing.

Of course this doesn´t mean they know everything about technology, it´s still a big mystery, most things unkown and unencountered.
Even someone with the technologist feat is just experienced enough to get a try at solving riddles.

The campaign traits do mimic the technologist feat in parts, so characters that don´t want to take that feat are not completely useless.

SO what i mean is, that the characters gain that knowledge and access slowly over the levels anyway. That´s the normal route.
Someone starting with all knowledge about technology is metagaming and not planned.


I tend strongly to ignorance, as I don't think it is possible or even meant to be, that the players have a working knowledge about technology and to me it wouldn't make sense from a character background point.
I didn't allow my players to take technologist until level 5 and I think that worked out quite well, as many of them had a natural affinity or curiosity towards technology and discovering it's secrets slowly has been very satisfying so far.

Crustypeanut wrote:
Alternatively, if there is at least one player who, from the get-go, can identify tech items

From a system standpoint there is no such character, as the PCs have to roll a Knowledge Engineering to beat the item's craft DC and the lowest DC I remember is 20.

So let's all in a level 1 character into Knowledge Engineering:
4 points if class skill, skill focus +3, the fitting campaign trait (I think it was Local ties?) and an intelligence of +4. That gets you to a knowledge Engineering of 11, which would give the PC a slightly favorable coin toss to identify the simplest technology.


+14, if they have the Technologist feat, which makes the Campaign Trait add +3.

Unlike identifying magic items, theres no rule anywhere as far as I can tell that says you can't try again. Failing to identify a magic item via Spellcraft means you (And only you) have to wait 24 hours to try again; meanwhile, you can't take 10 on it because you have to concentrate on a Detect Magic spell (or Identifyp/i]) while identifying the item. Unless using the [i]Technomancy spell, there says nothing you can't take 10 or even 20 identifying tech items.

I think. If I'm wrong let me know o.O

RPG Superstar 2015 Top 8

You can't take 20 on knowledge checks, because there is no retry. See the CRB, skills, knowledge.

You can take technically take 10, but if you don't have an idea of the DC of the check, that might not be a good idea.


Crustypeanut wrote:
+14, if they have the Technologist feat, which makes the Campaign Trait add +3.

Yeah, I haven't read the campaign traits in a while, but your Knowledge Engineering will only be possible, if the race has access to an additional feat or skill focus, at level 1.

But I think my point stands, that you would have to invest a ridiculous amount of resources to achieve a decent knowledge about technology from the get go.

Crustypeanut wrote:
there says nothing you can't take 10 or even 20 identifying tech items.

As moon glum mentioned, you can't take 20 or retry on Knowledge skills, unless you are a bard, which my group is very happy to have at this point.


So if they fail at identifying a tech item, thats it, then? That person can never re-try? Normal Knowledge checks I understand, but you would think that you could at least retry to figure out what a particular piece is.


Crustypeanut wrote:
So if they fail at identifying a tech item, thats it, then? That person can never re-try? Normal Knowledge checks I understand, but you would think that you could at least retry to figure out what a particular piece is.

Well in the first book, they can always help from a paid expert. After that, I think you could allow them another check or a take 10, when they have time to closely analyse the item.


The way the book does it is for those with the feat and/or a certain trait to have some knowledge but many things will still be new to them. Those without those resources will be clueless. That to me is how it should be.


Pathfinder Adventure Path Subscriber
wraithstrike wrote:
The way the book does it is for those with the feat and/or a certain trait to have some knowledge but many things will still be new to them. Those without those resources will be clueless. That to me is how it should be.

Exactly that. If you don´t have Technologist or adequate traits, technologial items are just like a very powerful and strange magic to you, you don´t know even if you´re a wizard. Same is true for some creatures.

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