... the DM can ... put a third door and make you roll the dice. Take20 takes the third option away, or force the DM to have a battle or a storm around to justify the call for a check.
the DM's pre-made decision of your success/failure is not less arbitrary as the dice. (In fact, sometimes I think IMHO that Gygax's love for randomness also had something to do with lessening the DM's responsibility for player's success or failure)
If I know that the party's Rogue is always going to open every lock with DC up to 20 and never going to open any lock with DC of 21 or more, why am I even putting those locked door in the adventure? I might as well put only open doors and walls.
I know this is not very relevant for Take20 since normally you just can't retry interaction skills, it's just an example about skills where description matters a lot.
Dannyalcatraz said:In the context of a game system in which the world's most proficient warrior will fail to hit a stationary outhouse from the inside 5% to the time...
It seems like the interesting thing about some tasks is not the binary pass/fail but instead the pass without a hitch or pass with some complications. This is very much a modern game design feel. Is the story more interesting if a lock picking attempt fails? No, but it is more interesting if the character breaks the lock, jams it, breaks the door jam, takes a really long time, needs to research the manufacturer, makes a lot of noise, etc.
So, not really interesting that the trained lock picker opens it or not. The interesting part is any troubles added onto the task.
I disagree with everyone that disagrees with me.
I did not give picking a lock as an example.
You can't take 20 on climbing a mountain, but you can take 20 on baking a cake.
It removes the randmoness for those checks, yes. It doesn't remove randomness from the game because you don't use it for every check.
You can't use it for an opposed roll. You don't Take 20 to hide. You don't take 20 for passive perception.
Taking 20 stops the player from taking the time in-game to roll 20 times. It doesn't do anything else besides that.
I agree with you and that last line sums it up well and is worth repeating;I disagree with everyone that disagrees with me.
I did not give picking a lock as an example.
You can't take 20 on climbing a mountain, but you can take 20 on baking a cake.
It removes the randmoness for those checks, yes. It doesn't remove randomness from the game because you don't use it for every check.
You can't use it for an opposed roll. You don't Take 20 to hide. You don't take 20 for passive perception.
Taking 20 stops the player from taking the time in-game to roll 20 times. It doesn't do anything else besides that.
Except you don't roll 20 times! You roll once, representing the best you're gonna do no matter how many times you attempt whatever it is you're attempting under those conditions (whatever they may be). Change the conditions somehow, and you get another roll. Assuming a DC 15 or system equivalent for the thing being attempted, the discussion at the table should go something like:I agree with you and that last line sums it up well and is worth repeating;
''Taking 20 stops the player from taking the time in-game to roll 20 times. It doesn't do anything else besides that.''
DM: "What are you doing differently this time?"
Player: "Nothing, I'm just trying again."
There's nothing like using previous rolls for future checks in the rules. In D&D Next some task may be tried once before doing something different and some others may be tried repeatedly doing the same thing, as per the rules i quoted in post #35. And if such a possibly achieveable task can be repeated 20 times without any time constraint, then you can just assumes it automatically succeeds.Player: "I try again."
DM: "What are you doing differently this time?"
Player: "Nothing, I'm just trying again."
DM: "Then you're failing again as you're still bound by the 11 you rolled earlier."

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.