FitzTheRuke
Legend
I am in the "Take 10" and "Take 20" are awesome camp. It had better exist in some form in 5e.
Don't worry - it does. Perhaps more than ever before.
I am in the "Take 10" and "Take 20" are awesome camp. It had better exist in some form in 5e.
So actually, that lift gate or bash door check should say: "I takes at least 220lbs of force to try to open/lift, and 350lbs to auto succeed."Some things are supposed to be a risk, and they have a chance of failure. But some things are not. What should and shouldn't require a roll is rooted in the effort to bring consistency to a setting.
And I like it.They seem to be removing take 10 anyway.
It's Take Ability Score now.
So then why add in the additional subsystem of "athletics" when it wasn't necessary?Honestly it doesn't matter what the "take" is, higher takes will just mean higher DCs. Sure, the 18str breaks down the DC 15 door, but lets face it, the guy with 18 str was probably going to have a 5-8 in their athletics skill and break down the door anyway. Really, a guy with 18 str is probably not going to fail on a DC 15 check anyway. Probability is low.
Rolling over and over when it doesn't matter isn't fun, in my own opinion.
PCs know there's a secret door in a room, DC 20. PC has +10 to find it.
Player rolls, 12, roll again
Player rolls, 17, roll again
Player rolls, 15, roll again
Player rolls, 11, roll again
Player rolls, 19, roll again
I can keep going, but you get the picture.
The players know or the PC's know? If the PC's know then why are you having them roll anyway?
I'm the exact opposite of you. While I like rolling dice as much as the next gamer, I don't consider rolling "part of the fun." Having a chance of failure is only fun for me when the task is one that should be an actual challenge for my character. If my character has heavily invested in the Jump skill and now needs to jump over a pit, I don't want to have a chance of failure unless that pit is one no ordinary character would have any chance of leaping. I mean, obviously I'm a Jumper; I've made that one of those Things I Do, and it will only be frustrating and embarrassing for me if I fail to make an ordinary, run-of-the-mill jump now.As a GM, I'm against the idea of "taking ten" as an active tool that players have. If they could take ten in the situation, I just give it to them anyway. However, if they need to jump the five foot spiked pit (or anything with a moderate penalty for failure), I'm going to make them roll even with a low DC because rolling is part of the fun. To me, a lot of times when players ask to take ten, it feels like a slap in the face - like I'm above the system and just do what I want. I understand that take ten is useful at times, but I really don't like when my players try to force it on me as a gm.
The thing is it's not always about you failing to do something. If you try and lift a heavy gate and you fail, that failure could be anything from the gate slipped off the track or it became stuck. Also doing certain tasks you may do everyday is still inclined to failure at some point, that bad roll is supposed to represent those uncommon instances when something does happen. Professionals do mess up at times, professional isn't another word for perfection.
I have never liked the taking 10 rule because I feel that all things should have a chance of failure. Sometimes PC's would get to the point that they maxed out certain skills and then would just take 10 vs something that was meant to be a big deal.
If you can't take 10, then you have a 5% chance of failure in everything you do.