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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[3.5] No Take 10/20 specifics?
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<blockquote data-quote="bret" data-source="post: 1053545" data-attributes="member: 713"><p>I think they should be allowed to take 10.</p><p></p><p>If they have put the effort (read skill points) into spellcraft and are capable of casting the spell (they have spell slots of that level), the mage should be able to puzzle out the spell.</p><p></p><p>It should only be when they haven't invested the skill points or are trying to learn a spell they can't cast yet (too high of level) that they should fail.</p><p></p><p>When they take 10 on this, that is like an open book test. They have time to figure stuff out, so provided they have the background they should be able to figure it out.</p><p></p><p>It should only be when they haven't put enough effort into their skills or they are trying for a spell that they can't even cast yet that they fail the check.</p></blockquote><p></p>
[QUOTE="bret, post: 1053545, member: 713"] I think they should be allowed to take 10. If they have put the effort (read skill points) into spellcraft and are capable of casting the spell (they have spell slots of that level), the mage should be able to puzzle out the spell. It should only be when they haven't invested the skill points or are trying to learn a spell they can't cast yet (too high of level) that they should fail. When they take 10 on this, that is like an open book test. They have time to figure stuff out, so provided they have the background they should be able to figure it out. It should only be when they haven't put enough effort into their skills or they are trying for a spell that they can't even cast yet that they fail the check. [/QUOTE]
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[3.5] No Take 10/20 specifics?
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