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Thread: Knowledge skill group

  1. #1
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    Knowledge skill group

    Does the knowledge skill group includes all knowledge or only the specialty :

    examples:

    - culture (earth) : all the culture and +2 to earth culture or only earth culture

    - politics (klingons) all the politics knowledge and +2 to klingon ones or only klingons ones ?

    - religion (vulcan) : same question

    - specific world (romulus) all planets knowledge with Romulus as +2 or only romulus ?



    I have LOTR too so the question is the same for the Lore Skills
    I am a Ranger. We walk in the dark places no others will enter. We stand on the bridge and no one may pass. We live for the One, we die for the One.

  2. #2
    Each skill represents a broad area of knowledge, with individual specialities. If your character had Culture (Human) +4, you would receive +4 to any tests concerning Culture, and an additional +2 if those tests concerned Humans.
    “In our every deliberation, we must consider the impact of our decisions on the next seven generations.”

    -- Great Law of the Iroquois Confederacy

  3. #3
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    And that goes for LOTR as well.

  4. #4
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    You more or less asked what I was asking previously. See the thread here:

    http://forum.trek-rpg.net/showthread...threadid=10138
    Fire at Will!

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  5. #5
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    thanks guys

    Faënril
    I am a Ranger. We walk in the dark places no others will enter. We stand on the bridge and no one may pass. We live for the One, we die for the One.

  6. #6
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    Originally posted by GandalfOfBorg
    And that goes for LOTR as well.
    the problem is that the description in LORT : realm or Race (I know, this is not the good forum) describe that your specialty is the only one field you know and, besides, the House of Margil adventure features a NPC who has TWO realm skills Lore : Realm (Eriador) +4 and Lore : Realm (Rudhaur) +5 so how do you explain this ?
    I am a Ranger. We walk in the dark places no others will enter. We stand on the bridge and no one may pass. We live for the One, we die for the One.

  7. #7
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    I believe that is a typo and I'd check the latest CRF compiled by Doug Burke about this.

  8. #8
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    Originally posted by faenril
    the problem is that the description in LORT : realm or Race (I know, this is not the good forum) describe that your specialty is the only one field you know and, besides, the House of Margil adventure features a NPC who has TWO realm skills Lore : Realm (Eriador) +4 and Lore : Realm (Rudhaur) +5 so how do you explain this ?
    A poor chjoice of words for the former and a simple mistake on the latter. I admit, it may seem a little vague, but look at the Series Characters presented on pages 239 to 245 of the Trek Narrator's Guide for how it should be done.
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  9. #9
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    Games like GURPS and Hero are what might be called "low trust" games, in that they define skills rigorously (usually), and therefore it's clear precisely what a skilled character can attempt and accomplish.

    At the other end of the spectrum are high trust games like Feng Shui, where the GM relies upon the players to help create the mood of a Hong Kong action film, and to use their skills appropriately -- because skills in Feng Shui are rather broadly defined.

    In my view, the Coda system lies somewhere in the middle, perhaps edging towards high trust. Such games depend on cooperation between the players and the GM to achieve the proper experience -- and since the system has so far been used for defined settings, that's appropriate. If your group won't work with a medium high trust system, then you have a couple of choices. Basically, you can select a lower trust system, or you can alter the existing system to lower its trust, perhaps by placing fences around what you want characters to accomplish with specific skills.

    Whether this philosophical ramble is helpful or not, I don't know. What it boils down to is my opinion that if the system and your group aren't working together to create the right experience, then you as a GM must make the necessary changes to improve that experience. I believe in creating a "Trek like" experience (because if I didn't, I'd be playing in some other setting), and so I'll make changes to the degree necessary to acheive that goal. That means changing the rules, asking players to change their behavior, or concluding that the group isn't suited to the setting. So far, I've been lucky and have had cooperative players.

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