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Lore skill


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#26
Dann-J

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Intelligence already contributes to the lore skill, and wisdom has little to do with retaining factual information. I'd be sticking with a basic lore check to keep things simple.



#27
Arkalezth

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I don't mean check those for factual information, but to apply that information to the puzzle in order to solve it. Hard to say if that'd make sense in this case without knowing exactly what kind of puzzle it is.



#28
PJ156

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In this case it involves knowing that the text in a passage refers, not to a littoral sense to the words used, but to a group of stars. The name used for the group of stars has fallen out of use and would not have been in regular use for perhaps 6 or 8 generations. Knowing that it refers to stars is the principle clue to allowing the player to find a location that has eluded many others :) 

 

It's not a puzzle per se because the player will not work it out for themselves. The character will be led to the conclusion through a series of clues which they may or may not find/get depending on their lore, or, as I think about it now, perhaps also their survival skill.

 

PJ


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#29
GCoyote

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So a linguistic clue perhaps? In talking to an old shaman the PC gets a reference to omens in the sky? The name of the particular constellation in the shaman's tongue being close to the word the PC is researching. A loremaster might recognize the word origins while a survivalist might know the old legends about the constellations. 


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#30
rjshae

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Perhaps you could require access to a restricted library of rare books? The character will first need to prove their scholarly abilities to gain access, as well as satisfying whatever other prerequisites are needed.


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#31
PJ156

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Perhaps you could require access to a restricted library of rare books? 

 

Funny you should say that :)

 

PJ



#32
Dann-J

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Putting some obscure bit of lore in a book and making it essential for the played to retrieve It is a time-honoured RPG plot mechanism. It doesn't always have to be a book either. It can be a scroll, a note, a journal, a scrap of parchment, an engraved tablet, etc - all of which have icons available for them in the game, as the OC frequently made use of such plot devices.


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#33
GCoyote

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Or a heroic statue standing in the town square. Our heroes pass it on each visit when they re-provision. Will they recognize it as a key piece of their current puzzle?


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#34
Dann-J

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Or a heroic statue standing in the town square. Our heroes pass it on each visit when they re-provision. Will they recognize it as a key piece of their current puzzle?

 

I think it was Search for the Temple of the Golden Spire that had a absolute novel of an inscription on a monument in the middle of town.



#35
I_Raps

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Or a heroic statue standing in the town square. Our heroes pass it on each visit when they re-provision. Will they recognize it as a key piece of their current puzzle?

 

An old wizardly astrologer type staring at the sky, perhaps?  A properly loreific PC clicking on it will recognize the constellation.



#36
kamal_

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Putting some obscure bit of lore in a book and making it essential for the played to retrieve It is a time-honoured RPG plot mechanism. It doesn't always have to be a book either. It can be a scroll, a note, a journal, a scrap of parchment, an engraved tablet, etc - all of which have icons available for them in the game, as the OC frequently made use of such plot devices.

Yes, no matter how much the characters know, there's always things they don't know, no matter how high their lore skill. They are not the god of knowledge after all. Or, maybe they do know but don't make the connection to it's relevance because they are not wise enough. Or simply for story reasons. Or it's written in plain language, but in a language the players can't read so they need to take the document to a willing translator.



#37
Dann-J

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The Neverwinter Nights franchise rolled a whole lot of original D&D skills into a generic 'Lore' skill.

 

I'm not sure what knowledge type constellations would originally have fallen under. Knowledge (nature) perhaps? Or maybe Knowledge (geography), since navigation is often done by the stars. Knowledge (history) is another possibility, when it comes to knowing the ancient names for constellations, or Knowledge (local) for the traditions of a specific area.

 

Whichever it would have been, we're stuck with one big generic bucket of Lore in this game. I suppose that allows authors a lot of creative leeway when it comes to justifying how a character knows something.


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#38
PJ156

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I agree, it's very difficult to justify why an npc in the party would have this knowledge. Perhaps high lore and survival would be a good combination of skills in this regard. Taking that further you could combine lots of skill pairs to try to emulate the knowledge sub types of the P&P games.

 

Craft Alchemy tells you how to make potions from current ingredients (though there is much historical knowledge implied in that) Lore + Craft Alchemy could mean the character knows about how they do the same in the spine of the world or how they did it in the gods time etc.

 

And so on with lockpicking, craft armour etc .... all of these skills have a practical element derived from the skill itself and a historical element that could be tapped by having a lore skill in combination?

 

In my campaign I have a several references to the magical Mortice Chubb lock (Mortice Chubb is a famous Gnome articifer) I could have done much more with that using this concept.

 

PJ


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#39
kamal_

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I agree, it's very difficult to justify why an npc in the party would have this knowledge. Perhaps high lore and survival would be a good combination of skills in this regard. Taking that further you could combine lots of skill pairs to try to emulate the knowledge sub types of the P&P games.

I have a combined skill check script in Crimmor as part of my foraging expansion as an alternative to the stock single skill check. It makes the skill DC check against the combined skills you tell it, so you could pass the check by having a very high lore skill with zero survival, a very high survival skill with zero lore, or moderate skill in both. Partial success is also allowed by my foraging expansion, so the check doesn't have to be all or nothing.


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#40
GCoyote

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I agree, it's very difficult to justify why an npc in the party would have this knowledge. Perhaps high lore and survival would be a good combination of skills in this regard. Taking that further you could combine lots of skill pairs to try to emulate the knowledge sub types of the P&P games.

 

Craft Alchemy tells you how to make potions from current ingredients (though there is much historical knowledge implied in that) Lore + Craft Alchemy could mean the character knows about how they do the same in the spine of the world or how they did it in the gods time etc. ...

PJ

 

This then would differentiate the workmen from the true experts. They not only know how to do something, they know why it's best to do it that way and potentially, when the usual methods might not the best route.

 

Kamal, is your system a small number of scrips one could copy or is there more to it?



#41
kamal_

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This then would differentiate the workmen from the true experts. They not only know how to do something, they know why it's best to do it that way and potentially, when the usual methods might not the best route.

 

Kamal, is your system a small number of scrips one could copy or is there more to it?

This should be it

http://neverwinterva...proved-foraging

 

unless I expanded it for Crimmor, but I believe that's as used in Crimmor.


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#42
GCoyote

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This should be it

http://neverwinterva...proved-foraging

 

unless I expanded it for Crimmor, but I believe that's as used in Crimmor.

 

Added to my small but growing library, Thank you!