Quasqueton said:
In my gaming experience, most people who express that they think the rule doesn't work simply just don't understand the rule. Some folks in this thread have demonstrated that they don't understand the rule (like Take 10 taking longer to perform).
And, um, if you are against the rule, doesn't that mean you don't like it? I can't figure out how you could like a rule you think doesn't work. Especially when you're so adamantly against it.
I LOVE the idea behind Take 10 and Take 20. Not having to make a lot of rolls is great. In fact, not having to make a single roll is pretty good, but not the sole benefit of Take 10 and Take 20. Although I understand people will disagree with this, having no rolls at all is
NOT the real goal behind Take 10 and Take 20. More of a side effect of which rule they came up with.
For Take 20, the real goal is to get rid of the out of character action of rolling the dice over and over again until a good roll is found. Rolling a lot is very slow at the table.
For Take 10, the real goal is to allow a PC to concentrate on the task at hand and get a reasonable result. The vaguaries of an entire D20 is not fun for simple tasks.
Those are the real goals and they are great goals. Not having to roll is a mere side effect of the implementation chosen.
I LOATHE the implementation of Take 10 and Take 20. While succeeding in it's goal nicely, it throws game elements like searching for traps right out the window.
Hence, I am ambivalent about the rule. I don't like it. I don't dislike it. I'm neutral towards it. They took
two great ideas and screwed them up royally. I used to have a house rule against it, but I do not even have that anymore. My players only sometimes use Take 10 and Take 20, and do not abuse it, so I don't worry about it.
But, the implementation still sucks and if my players went to the well a lot with them, it would force me to implement a house rule.
Quasqueton said:
I'm sorry, but this makes absolutely no sense to me. I'm not using hyperbole, and I'm not trying to antagonize anyone. I simply cannot understand this complaint.
The DM sets the DC for how difficult every element in his game is. If the Rogue in the group has +7 to Search and the DM sets the difficulty at DC 27 or lower, the Rogue finds the trap every single time if the player declares Take 20. If the DM sets the difficulty at DC 28 or higher, the Rogue never finds the trap if the player declares Take 20.
The chance of success is either 100% or 0%. There is no 50% chance of success. The rule allows the player to
force his best possible result, hence, the DM is railroaded into deciding when he puts together the adventure whether the Rogue succeeds or not.
The DM does not get a choice here. No matter what DC he picks, the player forces the DM to make a decision as to whether the trap is found or not. Period. And because the rules allow the player to make this decision, I have been in games where the player of a Rogue decides to Take 20 EVERY SINGLE ROOM, EVERY SINGLE WALL, EVERY SINGLE CHEST, etc. The counter argument of this that it takes time tends to be limited. Because this takes no out of game time, the player of the Rogue convinces the other players that it's the right thing to do.
Sure, the DM can throw more monsters at the PCs or force in game count downs or goal time limits to "penalize" this type of behavior, but that is merely a reaction to the bad rule, not to the bad behavior of the player.
In character, if a Rogue COULD guarantee his best chance of success, he would. When one's life is on the line, it could be reasonable to be extremely cautious. This is
not bad behavior of a player, this is good behavior of a player (roleplaying his Rogue PC totally correctly) which might be reacted negatively by the DM because of a bad rule.
A better rule for Take 10 is to use 2 D20, take the best result.
It guarantees nothing for the player other than he gets rewarded for concentrating on the task at hand. It gives him a fairly good result on average and he will usually not do terrible at the task like with a single D20.
A better rule for Take 20 is to use 4 D20, take the best result.
It guarantees nothing for the player other than he gets rewarded for taking the time out and doing the task carefully. It gives him an average bonus and he will usually not do terrible at the task like with a single D20. With this type of rule for Take 20, the DM can set the DC for the +7 Search Rogue at DC 25 (or DC 23 or whatever else he wants) and the Rogue may or may not find it with a single D20 roll, or he may or may not find it with the modified 4 dice Take 20 rule. The DM is not railroaded into deciding ahead of time whether it will be 0% or 100% chance of success.
Do you understand it now? The DM is handcuffed with the current rules. The DM is not handcuffed with the modified rules I've stated here.
Quasqueton said:
Hyperbole? It's useless to discuss something with someone who uses hyperbole for an argument. It makes me just ignore the rest of a post. If this is not hyperbole, please explain how there isn't "some surprises/randomness" in the game with Take 10/20.
It is not hyperbole.
For the DM, there is no surprises or randomness here other than if the players decide to search or not, and if the player decides to Take 10 or Take 20 or roll normal.
With some players, this means that Take 20 will always be used when it can be used and the DM is screwed in picking a DC. He's forced into the 0% or 100% situation. Always.
Quasqueton said:
I have never, ever, not once, seen Take 10 or Take 20 in any way hurt the game or hinder my DMing. In fact, it has always helped the game and helped my DMing. I've never had a problem with Take 10 or Take 20, and I consider it one of the best rules in d20. It's simple and useful, and does exactly what it's supposed to do every time it has been used.
It does more than it's supposed to do and that is the problem. It's supposed to reward concentration with Take 10 and reward careful re-use with Take 20. But, it does this at the expense of imposing decisions on the DM. Great for the players. Terrible for the DM.
The OP posted an example of where it imposes a decision on the DM for the Take 10 case. Does he make the DC low enough so that the Rogue and the Ranger can both succeed with Take 10 at the task, or just the Rogue? And what about players. When a player needs a 20 with a +9 to the roll, he will NEVER Take 10. The moment the PC's skill gets to +10, he will ALWAYS Take 10. This is TOTAL metagaming. Playing the rules, not playing the PC.
I'm glad it has not been a problem in your game. But, it's obvious that it is a problem for some DMs, otherwise there wouldn't be so many people who feel so strongly about it being a bad rule.
People who love the implementation do not have their eyes on the real original goal of those rules.
If a different implementation handles all of the issues (both the original goals and the problems with the current implementation) and not just follows the original goals, then it should be used.