It is fantastic to see that so many people understand where I am coming from, and also to see all the great ideas. Thank you everyone for the input so far. I have a few specific responses noted below.
But my faith in "role-playing" has been mended a bit.
Again, my problem isn't so much with the Skill system, it is how some seem to regard it as an infinite source of everything for their characters, regardless of the rarity of the information or difficulty of the task. Having precise sample DC's in the material doesn't help, as it gives the player a peg on which to hang their argument on why they should succeed.
These are some GREAT ideas. I think I will be using some (or all) of these. I have tried to Scale the Skill checks before, but usually just by the amount of information gained. These ideas open up lots more possibilities.
Yes, the scaling example has been used here, but there is one player who seems to think that a Skill Check is the answer to the Universal Question (instead of Forty-two). And they argue that an item with a magic spell cast on it by default makes it a magic item. I have not given too much on this point, and tried to scale the info received, to the howling of some.
Yes, I agree and that was how I was trying to rule it. Each character had to declare the area they were from at creation, and I was basing their Knowledge (Local) on that area). The player tried to complain that Knowledge (Local) applied everywhere, as no matter where the character was at it was "local." The character could have heard it in a tavern on the way into the area, or stopped and talked to someone on the road, or whatever. Again, the argument I get tries to ignore how the character obtained the knowledge, just that it has it. Somehow.
Ahh... this hearkens back to earlier editions, when you actually had to travel and fight stuff (read: adventure) to find out about stuff. <sniff> Those were the days of high adventure...
Oh, sorry, back on topic, yes. Some sort of limit needs to be imposed on Knowledge checks, especially. Other skills are not quite so far reaching, like Climb and Heal. Disable Device gets to be a pain once in a while, when the player demands to know why his Skill roll of a bazillion-something didn't disable the trap.
As for the command word thing, yea, I didn't let that fly, but all they had to do was flip it over and read the runes on the back. I think Skills are also making for some lazy "role-players" who depend on their character's Skills to tell them everything.
I agree completely that a mid-level wizard should know more about magic than any yutz rolling dice in his or his buddy's basement. (Eloquently spoken, too, if I may say so )
The problem come from those who think their wizard of any level should know all there is to know if they beat the DC. Period. Like dropping a coin in the slot machine and hitting the jackpot if you roll a 20. The problem with the magic traps is, well, that they are magic and I get hit with the argument again that beating the DC (so it says in the book) should give the player all the knowledge about it. In a world like that, I would begin to wonder what's the point of trying to protect anything, if all it takes to defeat the protection is a few rolls of the dice. In a game like that, I begin to wonder where the role-playing went, since it all seems to depend on rolls of a D20.
As far as the purpose of the rules-intensive system, I can see that, and even agree with it. I can remember when reading the AD&D DMG seemed like trying to decipher rocket science. <sigh> That all seems so simple, now. It does seem, though, like the mechanics are getting in the way of, or even replacing, role-playing.
Again, eloquently said. The Skills are part of a rules system, and as such do seem to fit in nicely. I recall back in AD&D we would sometimes use an "ability check" (D20 plus ability score) to determine something the character might know that the player didn't. Sort of a primitive Skill system. Now it is all standardized, computized, figurized and homogenized... and I sometimes wonder where the mystery went.
Lots to think about, and again, great posts by all, not just the ones I replied to.
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