What Knowledge Skill do you use/allow?

Just curious as to what people use for knowledge. I've seen quite a few options and am looking to expand my list.

I suppose since I'm starting the thread, I'll answer first. The skills I currently use/allow are:
  • Arcana
  • Geography
  • History
  • Nature
  • Religion
  • The Planes

Edit:
Additions since the start of this thread:
  • Art
  • Architecture & Engineering
  • Business
  • Law & Government
  • Military & Warcraft
  • Theology & Philosophy
  • Weapons
 
Last edited:

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Knowledge (Ancient Languages)
Knowledge (Arcana)
Knowledge (Archaeology)
Knowledge (Architecture & Engineering)
Knowledge (Armor)
Knowledge (Art)
Knowledge (Art of War)
Knowledge (Behavioral Sciences)
Knowledge (Business)
Knowledge (Civics)
Knowledge (Clockworks)
Knowledge (Criminology)
Knowledge (Current Events)
Knowledge (Dungeoneering)
Knowledge (Earth Sciences)
Knowledge (Government)
Knowledge (History)
Knowledge (Law)
Knowledge (Local)
Knowledge (Life Sciences)
Knowledge (Mechanics)
Knowledge (Military)
Knowledge (Navigation)
Knowledge (Nature)
Knowledge (Nobility & Royalty)
Knowledge (Popular Culture)
Knowledge (Psionics)
Knowledge (Religion)
Knowledge (Reverie)
Knowledge (Sciences)
Knowledge (Steamcraft)
Knowledge (Streetwise)
Knowledge (The Planes)
Knowledge (Theology& Philosophy)
Knowledge (Toxicology)
Knowledge (Weapons)
 


I use the skills listed in 3.5e book, and no others; I find it's enough detail, with a few weird selections for those interested, and synergizes decently with the rest of the game.

I'm still debating if Knowledge devotion (from Complete Champion) is horribly broken or a nice way to make Knowledges useful.
 

Frukathka said:
Knowledge (Ancient Languages)
Knowledge (Arcana)
Knowledge (Archaeology)
Knowledge (Architecture & Engineering)
Knowledge (Armor)
Knowledge (Art)
Knowledge (Art of War)
Knowledge (Behavioral Sciences)
Knowledge (Business)
Knowledge (Civics)
Knowledge (Clockworks)
Knowledge (Criminology)
Knowledge (Current Events)
Knowledge (Dungeoneering)
Knowledge (Earth Sciences)
Knowledge (Government)
Knowledge (History)
Knowledge (Law)
Knowledge (Local)
Knowledge (Life Sciences)
Knowledge (Mechanics)
Knowledge (Military)
Knowledge (Navigation)
Knowledge (Nature)
Knowledge (Nobility & Royalty)
Knowledge (Popular Culture)
Knowledge (Psionics)
Knowledge (Religion)
Knowledge (Reverie)
Knowledge (Sciences)
Knowledge (Steamcraft)
Knowledge (Streetwise)
Knowledge (The Planes)
Knowledge (Theology& Philosophy)
Knowledge (Toxicology)
Knowledge (Weapons)

Of those 36 knowledge skills, how many have PCs in your campaign(s) actually chosen?
Have you changed the Knowledge skill to encourage investment in it?
Is a distinction between Mechanics and Clockworks or Weapons and Armor and Military really necessary?
 

For my campaign:

Knowledge Skills: add the following:
• Astronomy, study of the celestial objects and their relationships.
• Dragons, lore and secrets of those most powerful of beings.
• Forbidden, secrets man was not meant to know. [Can only be gained with DM’s permission.]
• Military, organization, tactics and such.
• Myths and Legends, the grand stories of the past, some of which may even be true.
• Philosophy, understanding of the world.
• Politics, who and what is in power, what games are being played and by whom.

And remove:
• The planes, does not exist as a common skill.
And, effectively, Dungeoneering, as no one has ever taken it.
 


Allow: Anything that someone wants and comes up with a reasonable excuse for taking.
Use: Whatever fits the current setting.

For a more general structure? Well, for a quick generic system (I tend to make one tailored to a given setting) most things fit into one of the following catagories. Some sample subspecialities are included in ().

Supernatural Forces (Divided into Magic, Psychic, and whatever we’d call the Alignment Forces)
Arcane Lore (Runes, Glyphs, Spells, Spell Research, Potions, Power Ingredients, Ancient Enchantments,
Psychic Lore (Psionics, Soulmelds, Psychic Devices, Mentatics)
Religious Lore (Spirits, Gods, Theology, Death, the Outer Planes and their Creatures)

Living Creatures (Divided into Structure, Activity, and Development)
Behavior (Psychology, Criminology, Modeling, Insanities, Animal Training)
Life Sciences (Biology, Botany, Naturalist, Herbalist, Medicine, etc)
History (Archeology, Civic Development, Current Events, Nobility and Royalty, Paleontology, Evolutionary Theory, Creation Accounts, Developmental Theory, Ecology)

Natural Forces (Divided into Theory, Application, and Aberrations)
Physics (Optics, Astrophysics, Radiation Physics, Field Theory, Exotic Matter, Etc)
Engineering (Electronics, Clockwork, Mechanics, Armor, Weapons, Metallurgy)
Planes (Inner planes, Alternate Dimensions, Gates, Summoning Effects, M-Theory)

The Physical World (Divided into too small to see, big enough to see but small enough to manipulate, and too big to manipulate readily)
Earth Sciences (Geology/Geography, Hydrology, Meteorology, Navigation, Nature, Astronomy, caverns).
Constructs (Architecture, Mining, Statics, Construction, Dredging, Artifacts, History of Building Techniques, Crystallography, Local Knowledge (physical layout)).
Chemistry/Alchemy (Toxicology, Explosives, Plastics, Synthesis, Biochemistry).

Information Sciences (Divided into transmission, accumulation, and abstract interaction)
Communications (Linguistics, Ancient Languages, Art, Philosophy, Propaganda, Printing).
Culture (Sociology, Law, Business, Civics, Government, Streetwise, Politics, Local Knowledge/Culture).
Abstract (Mathematics, Games Theory, Tactics, Formal Logic, Information Theory, Cryptography).

Now, I'd tend to expect people to take general skills and specialities building on them - spending a skill point or two in exchange for a fairly large bonus on things like Culture/The Odantin Nomads. It might be worth finishing up a general structure at some point, even if it does have less world-specific flavor.
 

Wow. Looks like there's quite a variety of systems.

Does anyone have any sort of system where you take points in like (as an example) "Knowledge: Science: Chemistry" and "Knowledge: Science: Physics" and the overall points in "Knowledge: Science: *" contribute somehow to checks made for a specific sub-skill?

It seems like something like that would be the most realistic (if you know a lot about chemistry and physics, you'll know something about biology as a result), but hardest to design (like a better version of synergies for knowledge).

So, any ideas of where to look?
 

I use the PHB Knowledge skills only. This is because there are already too many and this is as good of a limit as anything else, and at least they are all well-defined and have specific synergies laid out.

However, I think this short list is already too long. Sub-dividing these skills further only compounds this problem. The issue is that players want to spend their skill points on something -useful,- and unless there's a clear in-game benefit that actually comes up more often than "rarely," it's pretty much a waste of time to even categorize and worry about all these separate skills.

Sure, all of human knowledge cannot be easily divided up into just a couple of skills, so the fewer your total skills, the less "real" this skill will seem. However, there is technically no limit to how many times you could divide up all types of things that could be skills, or even just Knowledge skills - in the end, this kind of system simply becomes unmanageable and doesn't lend itself well to a game. It's better, in my opinion, to make things simpler and easier for the sake of gameplay.

Then again, this is coming from the perspective of someone trying to take the entire skill list down to about 20 skills. :)
 

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