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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="Pielorinho" data-source="post: 1055673" data-attributes="member: 259"><p>No reason why you couldn't take 10 on a Survival check. Although wilderness experts might have to go hungry in the wintertime, in the summertime, it's not like they don't eat one day out of three.</p><p></p><p>I do acknowledge that knowledge rules are a little wonky -- but I don't think that's a factor of the take-10 rules.</p><p></p><p>Here's an example: Can you name the largest city in North Carolina? A basic knowledge: geography question.</p><p></p><p>If you have one rank in geography and live in NC, it's a super-simple question.</p><p></p><p>If you have one rank and live in Maryland, it's significantly more difficult.</p><p></p><p>If you have one rank and live in Oregon, it's more difficult still.</p><p></p><p>If you have one rank and live in London, it's pretty dang hard.</p><p></p><p>And if you have one rank in Knowledge: Geography and live in Nairobi, Kenya, it's a fiendishly difficult question.</p><p></p><p>But the way the knowledge skill is written, everyone has the same DC for the question.</p><p></p><p>The rules are a huge oversimplification of a very complex phenomenon. However, for game purposes, they work fine.</p><p></p><p>It disrupts a game far less for everyone to be able to take 10 on a knowledge check than for folks with the equivalent of PhDs. in a field to forget important facts a third of the time.</p><p></p><p>I have a house-rule to overcome the difficulty, however: I allow the best of both worlds. A character may make two knowledge checks for a given fact: first, they take 10 to see if it's part of their normal body of knowledge; and second, if it's not something that comes easily to them, they can roll to see if it's something they've picked up along the way. This is a rules-variant, and complicates the game slightly; however, I think the slight complication is worth it for the slight plausibility enhancement it provides.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1055673, member: 259"] No reason why you couldn't take 10 on a Survival check. Although wilderness experts might have to go hungry in the wintertime, in the summertime, it's not like they don't eat one day out of three. I do acknowledge that knowledge rules are a little wonky -- but I don't think that's a factor of the take-10 rules. Here's an example: Can you name the largest city in North Carolina? A basic knowledge: geography question. If you have one rank in geography and live in NC, it's a super-simple question. If you have one rank and live in Maryland, it's significantly more difficult. If you have one rank and live in Oregon, it's more difficult still. If you have one rank and live in London, it's pretty dang hard. And if you have one rank in Knowledge: Geography and live in Nairobi, Kenya, it's a fiendishly difficult question. But the way the knowledge skill is written, everyone has the same DC for the question. The rules are a huge oversimplification of a very complex phenomenon. However, for game purposes, they work fine. It disrupts a game far less for everyone to be able to take 10 on a knowledge check than for folks with the equivalent of PhDs. in a field to forget important facts a third of the time. I have a house-rule to overcome the difficulty, however: I allow the best of both worlds. A character may make two knowledge checks for a given fact: first, they take 10 to see if it's part of their normal body of knowledge; and second, if it's not something that comes easily to them, they can roll to see if it's something they've picked up along the way. This is a rules-variant, and complicates the game slightly; however, I think the slight complication is worth it for the slight plausibility enhancement it provides. Daniel [/QUOTE]
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[3.5] No Take 10/20 specifics?
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