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Alternative to Taking 10
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<blockquote data-quote="Tilenas" data-source="post: 4404479" data-attributes="member: 71414"><p>I don't see how an effective DC (actual DC - skill modifier) of 10 equates a likely success. It's a 55% success rate (and I strongly believe it'd be 50/50 if it weren't for simplicities sake...). Since you cannot take 10 when in a stressful situation (like combat), I'd say the option was only implemented to prevent PC failure at very mundane tasks. Either way, I don't like the idea that taking 10 can bump up your success rate from 50% to 100% by increasing the skill modifier by 1 (which is only 5% by itself). </p><p>I believe it breakes the whole game mechanic of d20 by doing away with the chance element that is supposed to be there (at least if the DC is higher than your modifier, as Urbannen rightfully pointed out).</p><p>As for the feats that build on taking 10: I'd allow one reroll per check and making the second roll count so it doesn't get abused.</p></blockquote><p></p>
[QUOTE="Tilenas, post: 4404479, member: 71414"] I don't see how an effective DC (actual DC - skill modifier) of 10 equates a likely success. It's a 55% success rate (and I strongly believe it'd be 50/50 if it weren't for simplicities sake...). Since you cannot take 10 when in a stressful situation (like combat), I'd say the option was only implemented to prevent PC failure at very mundane tasks. Either way, I don't like the idea that taking 10 can bump up your success rate from 50% to 100% by increasing the skill modifier by 1 (which is only 5% by itself). I believe it breakes the whole game mechanic of d20 by doing away with the chance element that is supposed to be there (at least if the DC is higher than your modifier, as Urbannen rightfully pointed out). As for the feats that build on taking 10: I'd allow one reroll per check and making the second roll count so it doesn't get abused. [/QUOTE]
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