The Take 10 rule sounded pretty nifty to me when I first read it. Seemed to be a good way to avoid randomness in tasks where a competent character stands a reasonable chance of success--i.e, it was a good way to cut to the chase.
But over time, I've found that there's some side effects to taking 10 that can be problematic. For instance, two guys are climbing a wall. One takes 10 and gets a 20--exactly what's needed to succeed. The other guy only gets a 19. If there are multiple checks, the first guy will make them all, and the second almost certainly will not. That a +1 modifier makes all the difference between a 100% chance of success and a 50% chance of success.
So, I'm not sure what works best here. Maybe I'd have been happier with a "take 5" rule, so that the easiest applications would be fait accompli, but the more borderline attempts would still require a roll.
But over time, I've found that there's some side effects to taking 10 that can be problematic. For instance, two guys are climbing a wall. One takes 10 and gets a 20--exactly what's needed to succeed. The other guy only gets a 19. If there are multiple checks, the first guy will make them all, and the second almost certainly will not. That a +1 modifier makes all the difference between a 100% chance of success and a 50% chance of success.
So, I'm not sure what works best here. Maybe I'd have been happier with a "take 5" rule, so that the easiest applications would be fait accompli, but the more borderline attempts would still require a roll.