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Calculated Risk?
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<blockquote data-quote="Mark Chance" data-source="post: 5043513" data-attributes="member: 2795"><p>The <em>True20</em> rules include this skill use option:</p><p></p><p><strong>Calculated Risk</strong></p><p>You can take a calculated risk on one check to make a follow-up check easier. You accept a -5 penalty (or +5 DC bonus) to the first check in exchange for a +5 bonus (or -5 DC penalty) to the second check. The two checks must be related and the first, penalized check cannot be a check where you can take 20.</p><p></p><p>The example provided is this: For example, you could use Disable Device to overcome an initial safeguard to make disarming the whole trap easier.</p><p></p><p>All of that seemed to make sense at first, but now I just don't get it. Disable Device only takes one skill check. Right? I don't get how and when a player would actually ever use the calculated risk rules.</p><p></p><p>Help?</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5043513, member: 2795"] The [i]True20[/i] rules include this skill use option: [b]Calculated Risk[/b] You can take a calculated risk on one check to make a follow-up check easier. You accept a -5 penalty (or +5 DC bonus) to the first check in exchange for a +5 bonus (or -5 DC penalty) to the second check. The two checks must be related and the first, penalized check cannot be a check where you can take 20. The example provided is this: For example, you could use Disable Device to overcome an initial safeguard to make disarming the whole trap easier. All of that seemed to make sense at first, but now I just don't get it. Disable Device only takes one skill check. Right? I don't get how and when a player would actually ever use the calculated risk rules. Help? [/QUOTE]
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