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Two Rivers Wolfbrother
Posted: Nov 5 2004, 09:20 PM
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Regarding Knowledge: Local. Here's the way I've always thoguht it works, and please correct me if I'm wrong.

Basically, you take it for different areas. For example, you may have Knowledge: Local (Two Rivers), and X ranks in that, but that doesn't mean you know anything about Tear, Shol Arbela, or even Four Kings; you must take ranks in those areas. Is this wrong?


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MagusRogue
Posted: Nov 5 2004, 09:25 PM
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in 3.0 rules, that works. In 3.5, it's only one skill, but you're assumed to know more locals with more ranks in the skill.


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Two Rivers Wolfbrother
Posted: Nov 5 2004, 09:35 PM
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More locals in one region/local area, or locals all over the place?


--------------------
This is an old thing, boy. Older than Aes Sedai. Older than anybody using the One Power. Old as humankind. Old as wolves.

Current Projects:
Encounters Handbook
Tome of the One Power

Homepage:
Town Center Productions
It's funny! Please check out the funny short films and sketches, such as Pink Avenger, the Sockies, and Kenny getting shot with a paintball gun.

Check out my Wheel of Time RPG Website!
It's not as funny as Town Center Productions, but it's updated frequently, so check it out often.
Newest Features:
Alternate Rules: Sanity
Towns and Locals: The Tuatha'an I
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MagusRogue
Posted: Nov 5 2004, 09:36 PM
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basically, for every 2 ranks, you know bout one of the... however many backgrounds there are in Randland. I guess you could break Midlanders and Borderlanders up by their respective nations.... Perhaps 2 ranks = one nation.... hrm...


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Zarozynia
Posted: Nov 6 2004, 05:49 PM
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Okay, that plain just doesn't make sense...how can you roll for knowledge (local) if each rank represents knowledge for a different nation? You automatically know all of the nations equally? So once you have taken ten ranks in knowledge (local) you are familiar with the intricacies of every culture in the westlands (or just about).

That's so another way that the 3.5 rules are broken.

Another benefit of knowledge (local), TRW, is that is allows you access to background feats of that nation. Not super useful, in most circumstances, at least from my view point; but there are a few (shadowspawn hunter, for instance) that could come in very handy in the right campaign.


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MagusRogue
Posted: Nov 6 2004, 06:17 PM
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actually, that's not 3.5 rules, Zaroynsia. Check the WoT book in the Backgrounds section. You are capable of pulling feats from more backgrounds, based on your ranks in Know Local. This was 3.0 stuff. I just (and probably wrongingly) assumed that that meant you knew more backgrounds with ranks.

This post has been edited by MagusRogue on Nov 6 2004, 06:18 PM


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Two Rivers Wolfbrother
Posted: Nov 6 2004, 09:37 PM
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I now understand what the rules state it is. I personally think it might be better if it was a different set of ranks for each different region, but that's just me. And I think that Local should reflect an area about the size of the Two Rivers, while Geography should give you knowledge of nations and such. I don't have the power to change rules or anything, it's just the way I see it.


--------------------
This is an old thing, boy. Older than Aes Sedai. Older than anybody using the One Power. Old as humankind. Old as wolves.

Current Projects:
Encounters Handbook
Tome of the One Power

Homepage:
Town Center Productions
It's funny! Please check out the funny short films and sketches, such as Pink Avenger, the Sockies, and Kenny getting shot with a paintball gun.

Check out my Wheel of Time RPG Website!
It's not as funny as Town Center Productions, but it's updated frequently, so check it out often.
Newest Features:
Alternate Rules: Sanity
Towns and Locals: The Tuatha'an I
My TRW WoT Yahoo! Group! This is where I let the people know when I update my WoT site and also let them know what's coming up.
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Zarozynia
Posted: Nov 8 2004, 06:17 AM
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Me, too, TRW. I allowed my Domani to take Knowledge Local (Tarabon), assumed that all of my characters automatically would have knowledge local for their own background area - and would like to see the ranks seperated out for each area as the player gains experience. It seems like miscillaneous bonus' in knowledge (local) could be gained by your players if they are intimately involved with a new city for a time.

Even with the skill, how many ranks is a player likely to take in it anyways? They CANT know everywhere like the back of their hand, not without some serious role playing time involved anyways...so why not let them seperate it out by area and specialize. Maybe I just think specialization is better. A few of my players have some...interesting...knowledges.

And I'm very amused that those are the rules, Magus Rogue, not because I *hate* the idea exactly...just more because me and all my players interpreted that rule to mean a specific area. But me point still stands, I like the way that we play it better. biggrin.gif


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Diynen'd'ma'purvene - A Wheel of Time resource
* Developing a Character: The Aiel
* Amadicia Background: Complete with Whitecloak PC and new backgound feat
* Moonwarrior - A Wolfbrother feat in the main Feats section
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MagusRogue
Posted: Nov 8 2004, 03:59 PM
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I don't. *g* and wanna know why? I'm gonna tell you why anyhow. It gets too expensive to make people like Thom and Moraine, who have extensive knowledge over ALL of Randland. Remember how few skill points Aes sedai have. Thom COULD rely on Lore, but his knowledge seems too specific to be relying solely on gleeman's lore. Unless you suggest that they only have like 4 ranks in all 8 Locals.... That IS a bit much. Knowledge (local) in 3.5 is knowledge of locals. Notice the S. What I like bout 3.5 is the fact that they finally realized you only have so many skill points.

So, yeah. I don't think Know Local should be split up. Skill Points are rare as is... heck, that's why i made composure a feat and folded Invert into Concentration.


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Magus the Extreme. Your wonderfully-ghoulish GM of Patterns of the Weave. Be fearful, indeed.
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Two Rivers Wolfbrother
Posted: Nov 8 2004, 08:19 PM
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Well, you may be right, but what about people like Abell Cauthon, who know their local region like the back of their hand, and not anywhere else? 2 points of Knowledge: Local, and there you go?


--------------------
This is an old thing, boy. Older than Aes Sedai. Older than anybody using the One Power. Old as humankind. Old as wolves.

Current Projects:
Encounters Handbook
Tome of the One Power

Homepage:
Town Center Productions
It's funny! Please check out the funny short films and sketches, such as Pink Avenger, the Sockies, and Kenny getting shot with a paintball gun.

Check out my Wheel of Time RPG Website!
It's not as funny as Town Center Productions, but it's updated frequently, so check it out often.
Newest Features:
Alternate Rules: Sanity
Towns and Locals: The Tuatha'an I
My TRW WoT Yahoo! Group! This is where I let the people know when I update my WoT site and also let them know what's coming up.
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MagusRogue
Posted: Nov 8 2004, 09:23 PM
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I would honestly rule that as GM Fiat and be done with it, but that's prolly not good enough for others. He prolly also wouldn't have more than a few ranks in Know Local anyhow.


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Aaaaaaaaaaaaaaaaaaaaaaaaand this rant's done.

Magus the Extreme. Your wonderfully-ghoulish GM of Patterns of the Weave. Be fearful, indeed.
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Guest
Posted: Nov 8 2004, 11:15 PM
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I can live with that I guess. I don't feel that strongly either way. I would personally and will personally do it differently in my games, the way I've been saying, but I was mostly just asking, and I got the answer. Thanks!
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