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Help me nail down this 'take 10, take 20' nonsense
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<blockquote data-quote="Sebastian Francis" data-source="post: 1823446" data-attributes="member: 25370"><p>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.</p><p></p><p>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.</p><p></p><p>Alchemy</p><p>Animal Empathy</p><p>Appraise</p><p>Balance</p><p>Bluff</p><p>Climb</p><p>Concentration</p><p>Craft</p><p>Decipher Script</p><p>Diplomacy</p><p>Disable Device</p><p>Disguise</p><p>Escape Artist</p><p>Forgery</p><p>Gather Information</p><p>Handle Animal</p><p>Heal</p><p>Hide</p><p>Innuendo</p><p>Intimidate</p><p>Intuit Direction</p><p>Jump</p><p>Knowledge (any)</p><p>Listen</p><p>Move Silently</p><p>Open Lock</p><p>Perform</p><p>Pick Pocket</p><p>Profession</p><p>Read Lips</p><p>Ride</p><p>Scry</p><p>Search</p><p>Sense Motive</p><p>Speak Language</p><p>Spellcraft</p><p>Spot</p><p>Swim</p><p>Tumble</p><p>Use Magic Device</p><p>Use Rope</p><p>Wilderness Lore</p><p></p><p>***</p><p>a few comments:</p><p></p><p>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.</p><p></p><p>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? </p><p></p><p>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?</p><p></p><p>Please help, fellow enworlders! :\</p></blockquote><p></p>
[QUOTE="Sebastian Francis, post: 1823446, member: 25370"] 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! :\ [/QUOTE]
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