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rules:skills-common-knowledge

Common Knowledge

Instead of asking characters to have dozens of background skills they rarely need in actual play, we use the concept of “Common Knowledge.” Your hero knows the basic history of his land, common etiquette, how to get around geographically, how to operate common machinery or equipment native to his time period and location, and who the major players in his locality are. A Common Knowledge roll is made by rolling the adventurer's Smarts attribute.

If a character's background suggests he should know something about a subject and he must make a roll, add +2 if most in his area or profession would know the answer. If the subject is foreign to a character, subtract 2 or more from the roll. Everyone else breaks even and gets no modifier.

If it becomes important to know how well a character performs a common task, the GM can ask for whatever roll is appropriate. Knowing how to do a dance, for example, is a Common Knowledge roll. If it becomes important to see how well a character performs the dance, the GM might ask for an Agility roll (with no bonuses or penalties).

For example, an adventure might read: “Anyone who makes a Common Knowledge roll detects that this cavern was carved by civilized hands, not formed naturally.” A dwarf knows more about stonework than an elf, so give the dwarf a +2 on the roll. A human has about average knowledge, so no bonus is granted. An elf who has spent most of his life in a forest won't know much about stonework, so the roll is at a -2 penalty.

Savage Worlds Deluxe Edition p. 23

rules/skills-common-knowledge.txt · Last modified: 2021/03/11 11:18 by admin