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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="Psion" data-source="post: 1055153" data-attributes="member: 172"><p>No. But it doesn't matter since I am right. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>I don't think you are disagreeing with me as vehemently as you think you are. Read my statement above about knowledge that would be considered basic facts for a subject. That is what you seem to be talking about here, and I would be okay with allowing "take ten" on those situations.</p><p></p><p>But here's the rub: a lot of knowledge is random, but anyone who has a little exposue in an area has a chance of knowing it. Who said "god does not play dice?" Someone with one or more ranks of knowledge history or physics might know that, but it would not surprise me if someone with lots of knowledge of history or physics does not know this. It's not basic knowledge.</p><p></p><p>And here's the other sticking point for me. Usually, the player decides whether or not to take 10, by deciding to "take it easy" or whatever. How much sense does this make for a no-retry task like knowledge rolls? It doesn't make any sense. You either know the result or you don't. The odds of success should not be based on the player's gamble that his DC is high enough to make it by taking ten.</p><p></p><p>If the DM wants to decide that something is basic knowledge and falls under take ten, but that's another matter. But I do not think that taking 10 makes sense with the player making the call with no-retry knowledge skills.</p></blockquote><p></p>
[QUOTE="Psion, post: 1055153, member: 172"] No. But it doesn't matter since I am right. ;) I don't think you are disagreeing with me as vehemently as you think you are. Read my statement above about knowledge that would be considered basic facts for a subject. That is what you seem to be talking about here, and I would be okay with allowing "take ten" on those situations. But here's the rub: a lot of knowledge is random, but anyone who has a little exposue in an area has a chance of knowing it. Who said "god does not play dice?" Someone with one or more ranks of knowledge history or physics might know that, but it would not surprise me if someone with lots of knowledge of history or physics does not know this. It's not basic knowledge. And here's the other sticking point for me. Usually, the player decides whether or not to take 10, by deciding to "take it easy" or whatever. How much sense does this make for a no-retry task like knowledge rolls? It doesn't make any sense. You either know the result or you don't. The odds of success should not be based on the player's gamble that his DC is high enough to make it by taking ten. If the DM wants to decide that something is basic knowledge and falls under take ten, but that's another matter. But I do not think that taking 10 makes sense with the player making the call with no-retry knowledge skills. [/QUOTE]
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[3.5] No Take 10/20 specifics?
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