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General Tabletop Discussion
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Help me nail down this 'take 10, take 20' nonsense
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<blockquote data-quote="Tatsukun" data-source="post: 1823550" data-attributes="member: 15511"><p>Right, taking 20 is doing the thing 20 times and assuming you will roll a 20 on one of them. But, keep in mind that what you get is 19 failures and one success. </p><p></p><p>I never tell my players they can't take 20. I always allow it. But, as I said, they get 19 failures and one success. If it's something like picking a lock, they don't care. If it's something like disabling a trap, setting it off 19 times will pile the damage up! </p><p></p><p>As for taking 10, it's there to allow commoners to do things. Since a "1" is always a failure, do you fail 5% of the time you try any action at all? 5% of the time you try to walk across a room you fail the (DC -10) balance check and fall on your face? No, so there is "take 10". </p><p></p><p>If you have the time / quiet to just focus on not messing up, you can take 10. </p><p></p><p>Our rogue does a great job of explaining these in character. For a lock she would say this...</p><p></p><p>(Take 10) "I take an exploratory look at the lock, but don't try anything fancy. I go over the most common methods to open it, maybe it's an easy one!"</p><p></p><p>(Roll) "I look at the lock, and try a couple things that seem like they might work."</p><p></p><p>(Take 10, then roll twice -three rounds-) "I look at the lock and try the most common things I know. If that doesn't work, I try my first two ideas."</p><p></p><p>(Take 20 -20 rounds-) " I sit down and try every single thing I can think of. I don't care if it takes all day, I will get it open!"</p></blockquote><p></p>
[QUOTE="Tatsukun, post: 1823550, member: 15511"] Right, taking 20 is doing the thing 20 times and assuming you will roll a 20 on one of them. But, keep in mind that what you get is 19 failures and one success. I never tell my players they can't take 20. I always allow it. But, as I said, they get 19 failures and one success. If it's something like picking a lock, they don't care. If it's something like disabling a trap, setting it off 19 times will pile the damage up! As for taking 10, it's there to allow commoners to do things. Since a "1" is always a failure, do you fail 5% of the time you try any action at all? 5% of the time you try to walk across a room you fail the (DC -10) balance check and fall on your face? No, so there is "take 10". If you have the time / quiet to just focus on not messing up, you can take 10. Our rogue does a great job of explaining these in character. For a lock she would say this... (Take 10) "I take an exploratory look at the lock, but don't try anything fancy. I go over the most common methods to open it, maybe it's an easy one!" (Roll) "I look at the lock, and try a couple things that seem like they might work." (Take 10, then roll twice -three rounds-) "I look at the lock and try the most common things I know. If that doesn't work, I try my first two ideas." (Take 20 -20 rounds-) " I sit down and try every single thing I can think of. I don't care if it takes all day, I will get it open!" [/QUOTE]
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Help me nail down this 'take 10, take 20' nonsense
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