Sebastian Francis
First Post
One of my long-time frustrations with D&D 3.0/3.5 is the 'Take 10, Take 20' rule. Although it isn't the rule itself, so much as the ambiguity with which it is presented. One thing I really admired about D20 Modern, and was disappointed to see left out of D&D 3.5, was that for each skill we are *explicitly* told if we can take 10 or take 20 or not. Now *that* was refreshing. "You can take 10 on a *** check, but you can't take 20." And so on.
My game of choice is D&D 3.0, and I'm planning an upcoming campaign, and I would greatly appreciate the help of you wiser folks in finally nailing down this stubborn little imp of take 10/take 20. What follows is the skill list from D&D 3.0. Kindly comment on as many as you can on whether or not a PC can take 10 or take 20.
Alchemy
Animal Empathy
Appraise
Balance
Bluff
Climb
Concentration
Craft
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Forgery
Gather Information
Handle Animal
Heal
Hide
Innuendo
Intimidate
Intuit Direction
Jump
Knowledge (any)
Listen
Move Silently
Open Lock
Perform
Pick Pocket
Profession
Read Lips
Ride
Scry
Search
Sense Motive
Speak Language
Spellcraft
Spot
Swim
Tumble
Use Magic Device
Use Rope
Wilderness Lore
***
a few comments:
We are told that "When you are not in a rush and are not being threatened or distracted, you may choose to take 10" (PHB 61). So theoretically, following that description, it should be possible to take 10 on EVERY skill, provided one isn't rushed or threatened or distracted.
We are further told that "When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), and when the skill being attempted carries no penalties for failure, you can take 20" (PHB 61). The big question, of course, is what "penalties for failure" means. In some cases it is spelled out for us; for example, we can't take 20 on a climb check, since failure involves falling and falling is bad. Can we take 20 on an Open Lock check? How about a Heal check? How about Wildnerness Lore?
One rule of thumb that I've been told is that if a skill description says that retries are not allowed, then one cannot take 20. True?
Please help, fellow enworlders! :\
My game of choice is D&D 3.0, and I'm planning an upcoming campaign, and I would greatly appreciate the help of you wiser folks in finally nailing down this stubborn little imp of take 10/take 20. What follows is the skill list from D&D 3.0. Kindly comment on as many as you can on whether or not a PC can take 10 or take 20.
Alchemy
Animal Empathy
Appraise
Balance
Bluff
Climb
Concentration
Craft
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Forgery
Gather Information
Handle Animal
Heal
Hide
Innuendo
Intimidate
Intuit Direction
Jump
Knowledge (any)
Listen
Move Silently
Open Lock
Perform
Pick Pocket
Profession
Read Lips
Ride
Scry
Search
Sense Motive
Speak Language
Spellcraft
Spot
Swim
Tumble
Use Magic Device
Use Rope
Wilderness Lore
***
a few comments:
We are told that "When you are not in a rush and are not being threatened or distracted, you may choose to take 10" (PHB 61). So theoretically, following that description, it should be possible to take 10 on EVERY skill, provided one isn't rushed or threatened or distracted.
We are further told that "When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), and when the skill being attempted carries no penalties for failure, you can take 20" (PHB 61). The big question, of course, is what "penalties for failure" means. In some cases it is spelled out for us; for example, we can't take 20 on a climb check, since failure involves falling and falling is bad. Can we take 20 on an Open Lock check? How about a Heal check? How about Wildnerness Lore?
One rule of thumb that I've been told is that if a skill description says that retries are not allowed, then one cannot take 20. True?
Please help, fellow enworlders! :\