In part 1, I bemoaned the fact that Knowledge (Geography) was a horribly misunderstood and underused skill in DnD 3.x (and doesn’t even feature in 4e). Sadly, though, I think this series of posts would only interest RL geographer role players and, we all know, that you never ever see any of those on the internet. They’re as rare as girls on the internet. I bet that if there were more people that understood population demographics, we wouldn’t end up with Fallout-3-esque Little Lamplight settlements… unless, of course, there was a lot of underaged sex happening in the game world.
OK, enough complaining; time to move back on topic:
I believe that there are two methods we could use to bring K(G) some average-player attention. Firstly, we can make it more mechanically attractive (which I’ll be focusing on for the rest of the post) and, secondly, we as DMs can make more use of it, providing players with more opportunity to roll for K(G) (I’ll focus on this in part 3, with example scenarios of skill use and one geography villain concept).
Now to the mechanics:
Two things make certain skills more popular choices than other skills:
- Mechanical and RP uses of the skill (perceived and actual)
- Synergy Bonuses
The K skills lean more toward the RP and less concrete uses, than perhaps Tumble or Balance do, therefore I shall be merging point 1 into my third post on the topic. So, let’s look at the synergy bonuses:
In 3.x, when you have 5 or more ranks in a skill, you may get an untyped bonus to other skills (or specific uses to other skills). From what I can tell, there are no hard design rules in place that limit these bonuses, except that none give a bonus other than +2. Bluff, for example, adds a synergy bonus to 4 different skills; and Tumble and Jump give each other a bonus. Right now, however, K(G) provides a very boring synergy, and K(D), K(P) and K(N), all three more popular K skills, provide a very similar bonus:
- If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks made in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, or plains).
- If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Survival checks made while on other planes.
- If you have 5 or more ranks in Knowledge (dungeoneering), you get a +2 bonus on Survival checks made while underground.
- If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.
And:
- If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.
The changes I’m about to propose will make skill selection a little more complicated, but, please, bear with me. I propose that 3.x skill synergies be made flexible, to a point. This can be used across all the skills, but, for this post, I’ll only be referring to the above 4 listed.
If you have 5 or more ranks in Survival, you get a +2 bonus to one of the following (chosen when the 5th rank of Survival is assigned):
- Knowledge (Nature), if you have at least 1 rank in Knowledge (Nature)
- Knowledge (Planes), if you have at least 1 rank in Knowledge (Planes)
- Knowledge (Dungeoneering), if you have at least 1 rank in Knowledge (Dungeoneering)
- Knowledge (Geography), if you have at least 1 rank in Knowledge (Geography)
I believe that adding this flexibility to the Survival skill allows you to better portray a character concept and background through your skills selection.
And now I get a bit stuck. I’d like K(G) to provide a synergy bonus to other K skills (as I did with Survival), but I want to assign it to too many of them. This is a problem, as I don’t want to make K(G) to popular and leave the other K skills feeling sad and lonely. While I ponder this further, I’d appreciate any comments or suggestions.
-j