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Help me nail down this 'take 10, take 20' nonsense
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<blockquote data-quote="irdeggman" data-source="post: 1834157" data-attributes="member: 16285"><p>Knifespeaks,</p><p> I think the underlying problem here is due to understanding what the concept and application of a DC is all about.</p><p></p><p>It appears that you think the ones listed are hard and fast. They ar actually supposed to be guidelines. Setting the DC of a check is up to the DM to make things the appropiate level cahllenge for the situation he wants to produce.</p><p></p><p>Something else to think about is how to handle the following situations which (unless I'm very much mistaken) will pop up in just about any campaign.</p><p></p><p>The player says "I'm taking my time to do a thorough check"</p><p></p><p>The player says "I'm being careful {insert appropriate action}" </p><p></p><p>Both of this situations have come up frequently since 1st ed and will continue to come up because realistically players have a right to expect different things to happen if they perform a thorough check or do something carefully. These are the situations that the taking 10 and taking 20 mechanic were designed to simulate. They basically give the DM a game-mechanic to use to address the PC's action instead of having to work off the cuff in handling them.</p><p></p><p>Remember that the DM sets the DC for an action and this is supposed to reflect the difficulty of the situation being proposed to the characters/players.</p><p></p><p>The exact same mechanic applies to CR of encounters. They are supposed to provide an easy mechanic for the DM to use to avoid severe use of the DM fiat and off-the-cuff gaming. That is they were designed to make the DM's life easier and to streamline the game so it can flow smoothly and not get bogged down in endless calculations made by the DM and players. Just to make it clearer the EL is based on the CR of the creatures being encountered and modified by the situational modifiers inserted by the DM - things like traps being set up, an ambush with a lot of cover, etc.</p><p></p><p>I have been in far too many games where the DM insisted on running things off the cuff instead of ahving them prepared before hand. This really detracts from the enjoyment level of the game.</p></blockquote><p></p>
[QUOTE="irdeggman, post: 1834157, member: 16285"] Knifespeaks, I think the underlying problem here is due to understanding what the concept and application of a DC is all about. It appears that you think the ones listed are hard and fast. They ar actually supposed to be guidelines. Setting the DC of a check is up to the DM to make things the appropiate level cahllenge for the situation he wants to produce. Something else to think about is how to handle the following situations which (unless I'm very much mistaken) will pop up in just about any campaign. The player says "I'm taking my time to do a thorough check" The player says "I'm being careful {insert appropriate action}" Both of this situations have come up frequently since 1st ed and will continue to come up because realistically players have a right to expect different things to happen if they perform a thorough check or do something carefully. These are the situations that the taking 10 and taking 20 mechanic were designed to simulate. They basically give the DM a game-mechanic to use to address the PC's action instead of having to work off the cuff in handling them. Remember that the DM sets the DC for an action and this is supposed to reflect the difficulty of the situation being proposed to the characters/players. The exact same mechanic applies to CR of encounters. They are supposed to provide an easy mechanic for the DM to use to avoid severe use of the DM fiat and off-the-cuff gaming. That is they were designed to make the DM's life easier and to streamline the game so it can flow smoothly and not get bogged down in endless calculations made by the DM and players. Just to make it clearer the EL is based on the CR of the creatures being encountered and modified by the situational modifiers inserted by the DM - things like traps being set up, an ambush with a lot of cover, etc. I have been in far too many games where the DM insisted on running things off the cuff instead of ahving them prepared before hand. This really detracts from the enjoyment level of the game. [/QUOTE]
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Help me nail down this 'take 10, take 20' nonsense
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