hong said:For take 10, you can deal with the variance between individuals by adopting some kind of partial success/failure rule. Under the current rules, the guy with +8 completely fails a DC 20 check, and the guy with +10 completely succeeds.
On the surface, this seems like a reasonable suggestion.
Except that it does not really address the mathematical issue. The same problem occurs, but slightly obscured. The guy slightly better always succeeds and the guy slightly worse always almost succeeds (for a given DC).
Your suggestion here should be a part of the skills system regardless because it is lacking in many cases (although recently, many books have been putting in multiple DCs for varying degrees of Knowledge and other skills).
But, your suggestion does not come close to addressing the mathematical flaws in the mechanics.
Game designers for as complex a system as DND HAVE TO check out the math. They have to get a real high powered mathematics major looking over even short cut rules like Take 10 and Take 20 and seeing if they have holes. Your Joe Average gaming enthusiast will ignore the holes, even if they are explained to him (as evidenced by this thread).
As has been illustrated in this thread, the 3E/3.5 Take 10 and Take 20 are mathematically flawed. That might not bother some DMs and that's fine, but the facts are the facts.
4E will improve upon this aspect of the rules which generally bothers some of us because of its quirkiness, or it won't. Personally, I don't see why people are arguing against an improvement. Adversion to change maybe?
