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Do you plan to adopt D&D5.5One2024Redux?
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<blockquote data-quote="James Gasik" data-source="post: 9336766" data-attributes="member: 6877472"><p>With regards to take 20. What this is intended to represent is the idea of spending time to gain success. Often times, there are rolls that there isn't a real reason not to allow a retry of. In AD&D, for example, there was often a "you tried once, you fail, you need to come back when you get better" present. </p><p></p><p>To borrow from Lanefan, the problem with this approach is the is no room for nuance. It also doesn't account for someone just "not having it" that day. Telling someone to come back next level, or if you inexplicably raise an ability score, when in reality it might just require more time to fix. I mean, think about a car repair. Imagine if an auto shop fails to fix a problem on their first attempt, and then calls you to say you need to go to another mechanic, because having tried once, they can't do so again any time soon!</p><p></p><p>I've had the unfortunate cause to hire a locksmith a few times, and if one approach doesn't work, they tried another.</p><p></p><p>Take 20 is simply saying "we know you'll get this eventually. But do you have the time to keep trying?" Where this breaks down isn't in the rule itself, it's working as intended.</p><p></p><p>It's when there is no penalty for taking that time. In the original Neverwinter Nights, you could just have your Rogue take 20 on any lock they came upon. The game didn't progress, you weren't going to get a random encounter. You just had to wait a bit until your Rogue said "it's done!" and proceed. This is not what should be happening!</p><p></p><p>If you have all the time in the world, you probably shouldn't be rolling in the first place. Take 20 is made with an expectation that taking 20 x as long to perform a task is a cost. You have spell durations ticking down, there's random encounters, patrols, maybe even a timetable of events, or possibly even a "doom clock" (not a fan of these, but there are sometimes reasons to use them).</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9336766, member: 6877472"] With regards to take 20. What this is intended to represent is the idea of spending time to gain success. Often times, there are rolls that there isn't a real reason not to allow a retry of. In AD&D, for example, there was often a "you tried once, you fail, you need to come back when you get better" present. To borrow from Lanefan, the problem with this approach is the is no room for nuance. It also doesn't account for someone just "not having it" that day. Telling someone to come back next level, or if you inexplicably raise an ability score, when in reality it might just require more time to fix. I mean, think about a car repair. Imagine if an auto shop fails to fix a problem on their first attempt, and then calls you to say you need to go to another mechanic, because having tried once, they can't do so again any time soon! I've had the unfortunate cause to hire a locksmith a few times, and if one approach doesn't work, they tried another. Take 20 is simply saying "we know you'll get this eventually. But do you have the time to keep trying?" Where this breaks down isn't in the rule itself, it's working as intended. It's when there is no penalty for taking that time. In the original Neverwinter Nights, you could just have your Rogue take 20 on any lock they came upon. The game didn't progress, you weren't going to get a random encounter. You just had to wait a bit until your Rogue said "it's done!" and proceed. This is not what should be happening! If you have all the time in the world, you probably shouldn't be rolling in the first place. Take 20 is made with an expectation that taking 20 x as long to perform a task is a cost. You have spell durations ticking down, there's random encounters, patrols, maybe even a timetable of events, or possibly even a "doom clock" (not a fan of these, but there are sometimes reasons to use them). [/QUOTE]
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