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Help me nail down this 'take 10, take 20' nonsense
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<blockquote data-quote="dcollins" data-source="post: 1823599" data-attributes="member: 876"><p>Agree with both of the following (yes and yes):</p><p></p><p></p><p></p><p>In addition, there's one other thing I think needs to be incorporated to make sense, which I do as a ruling as DM. Namely (for Take 20): Can the PC identify when he has succeeded, and therefore when to stop? Clearly most skills have a goal that the PC knows in advance, like Climb, Craft, or Open Lock. But others may be a "success" without any clear evidence of that, like Spot, Search, or Listen, if there's nothing to be detected. Personally, I don't allow Take 20s on those because how does the PC tell the difference between failure, versus success with nothing around?</p><p></p><p>(Also, I rule that for "DM-makes-the roll" situations [see DMG ch. 1], you can't choose to Take 10, I actually make the roll.)</p><p></p><p>Finally, you might look at Sean K. Reynolds article on Take 20 subject, where he deals with each 3.0 skill in turn (he disagrees with me on the previous issue, sort-of): <a href="http://www.seankreynolds.com/rpgfiles/misc/take20.html" target="_blank">http://www.seankreynolds.com/rpgfiles/misc/take20.html</a></p></blockquote><p></p>
[QUOTE="dcollins, post: 1823599, member: 876"] Agree with both of the following (yes and yes): In addition, there's one other thing I think needs to be incorporated to make sense, which I do as a ruling as DM. Namely (for Take 20): Can the PC identify when he has succeeded, and therefore when to stop? Clearly most skills have a goal that the PC knows in advance, like Climb, Craft, or Open Lock. But others may be a "success" without any clear evidence of that, like Spot, Search, or Listen, if there's nothing to be detected. Personally, I don't allow Take 20s on those because how does the PC tell the difference between failure, versus success with nothing around? (Also, I rule that for "DM-makes-the roll" situations [see DMG ch. 1], you can't choose to Take 10, I actually make the roll.) Finally, you might look at Sean K. Reynolds article on Take 20 subject, where he deals with each 3.0 skill in turn (he disagrees with me on the previous issue, sort-of): [url]http://www.seankreynolds.com/rpgfiles/misc/take20.html[/url] [/QUOTE]
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