Here's another one: Can you take 10 on a Wilderness Lore check made to find food and water when moving at no greater than half overland speed?
I guess most animals couldn't because they are always potentially threatened by predators.
But if you are not threatened by predators, why should it be a certainty that you will always find food and water in an uncertain wilderness as long as you have at least a Wisdom of 10?
About taking 10 on Knowledge checks: I guess it makes sense, even though I don't like it, either. Okay, a Knowledge check DC 10 represents something that everyone with both training and better than very low intelligence would know. Higher level checks represent the hard stuff that you might or might not remember based on your training and Intelligence, i.e. you actually have to roll.
However, there are instances in which you can't take 10 on your Knowledge checks. For instance: Your party comes upon a cleric and his minions and are summarily attacked. You want to use your Knowledge (religion) skill to identify the cleric's god by looking at his holy symbol. By the rules, you cannot take 10 on your Knowledge (religion) check to figure out the cleric's holy symbol because you are threatened. Nonetheless, you get to make the check at that time because Knowledge skills checks no longer take an action. Say the DC is 15 and your Knowledge (religion) check is +7. You roll a 4. Thus you have failed and cannot retry. You just don't know it. However if you had encountered the symbol in a non-combat situation, it would have been part of your knowledge.
??? (If any part of that scenario is incorrect, please let me know.)
And there is still the question: How would a character know when he should take 10 or not?: "That is the symbol of which god? Well, since we are in a strange land in a hidden dungeon, I probably shouldn't take 10 on my Knowledge check because it's probably pretty rare knowledge. Ooo, I rolled a 17! Zuggtmoy, Lady of Fungi you say? I'm sure glad I didn't take 10, because then I probably wouldn't have known anything at all about the Demoness Queen of Slime."
I guess most animals couldn't because they are always potentially threatened by predators.
But if you are not threatened by predators, why should it be a certainty that you will always find food and water in an uncertain wilderness as long as you have at least a Wisdom of 10?
About taking 10 on Knowledge checks: I guess it makes sense, even though I don't like it, either. Okay, a Knowledge check DC 10 represents something that everyone with both training and better than very low intelligence would know. Higher level checks represent the hard stuff that you might or might not remember based on your training and Intelligence, i.e. you actually have to roll.
However, there are instances in which you can't take 10 on your Knowledge checks. For instance: Your party comes upon a cleric and his minions and are summarily attacked. You want to use your Knowledge (religion) skill to identify the cleric's god by looking at his holy symbol. By the rules, you cannot take 10 on your Knowledge (religion) check to figure out the cleric's holy symbol because you are threatened. Nonetheless, you get to make the check at that time because Knowledge skills checks no longer take an action. Say the DC is 15 and your Knowledge (religion) check is +7. You roll a 4. Thus you have failed and cannot retry. You just don't know it. However if you had encountered the symbol in a non-combat situation, it would have been part of your knowledge.
??? (If any part of that scenario is incorrect, please let me know.)
And there is still the question: How would a character know when he should take 10 or not?: "That is the symbol of which god? Well, since we are in a strange land in a hidden dungeon, I probably shouldn't take 10 on my Knowledge check because it's probably pretty rare knowledge. Ooo, I rolled a 17! Zuggtmoy, Lady of Fungi you say? I'm sure glad I didn't take 10, because then I probably wouldn't have known anything at all about the Demoness Queen of Slime."