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Do natural 1's instantly mean a failed save?
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<blockquote data-quote="StGabriel" data-source="post: 444786" data-attributes="member: 8225"><p><strong>oh, got it</strong></p><p></p><p>Got it now.</p><p></p><p>So I was off on some rules bits and pieces. My statements still stand for any check that is not trivial enough to be Take 10'ed. Yes, there are certain domains where take 10 is a nice facility for allowing someone to easily do something that should be easy to them. There's still a wide domain of things that are very random. Jumping 10 feet no matter how threatened you are, is just really easy. Heck, the average stride is 7ft. A good swordfighter doesn't miss an open target when he's a bit stressed. Being able to hit that target again and again is exactly what he has been training for. </p><p></p><p>This is all particularly noticeable in low-level games. In the campaign I'm in now, the wizard has had lots of good rolls and has been outfighting our ranger who seems to consistently roll 3's and 7's. The wizard's backstory and character represent one who has spent his life reading dusty tomes. The ranger's backstory and character represent one who has trained in the military for a good while. The net result is that he has a whopping +1 advantage over the wizard. This nearly disappears against the roll of a d20. I'm not saying that he should be amazing, just that the nature of D&D make it very easy for his skill (i.e. his ability to do something well most of the time) to become a farce in the face of repeated clumsiness and slapstick style incompetence caused by rolling low. </p><p></p><p>I'm not even saying it should be changed. Heck I enjoy D&D as it is. It's just not terribly representative of real life. Rules on 1's make it even worse, imo. 10 level 1 clerics know that they have a pretty good shot at getting off at least one spell if they all cast at a level 30 cleric. He should be beyond that tomfoolery in my opinion.</p><p></p><p>But anyhow, enough long posts. You're right to some extent take 10 is a good rule and does help alleviate some of this stuff. I just can't count the number of times I've had to cringe because some character rolls low and somehow loses all of his wits and fails to do something that common sense cries out to say should be stupedifyingly easy for one with their advanced skills.</p><p></p><p>---</p><p>StGabriel, the Taoist saint.</p></blockquote><p></p>
[QUOTE="StGabriel, post: 444786, member: 8225"] [b]oh, got it[/b] Got it now. So I was off on some rules bits and pieces. My statements still stand for any check that is not trivial enough to be Take 10'ed. Yes, there are certain domains where take 10 is a nice facility for allowing someone to easily do something that should be easy to them. There's still a wide domain of things that are very random. Jumping 10 feet no matter how threatened you are, is just really easy. Heck, the average stride is 7ft. A good swordfighter doesn't miss an open target when he's a bit stressed. Being able to hit that target again and again is exactly what he has been training for. This is all particularly noticeable in low-level games. In the campaign I'm in now, the wizard has had lots of good rolls and has been outfighting our ranger who seems to consistently roll 3's and 7's. The wizard's backstory and character represent one who has spent his life reading dusty tomes. The ranger's backstory and character represent one who has trained in the military for a good while. The net result is that he has a whopping +1 advantage over the wizard. This nearly disappears against the roll of a d20. I'm not saying that he should be amazing, just that the nature of D&D make it very easy for his skill (i.e. his ability to do something well most of the time) to become a farce in the face of repeated clumsiness and slapstick style incompetence caused by rolling low. I'm not even saying it should be changed. Heck I enjoy D&D as it is. It's just not terribly representative of real life. Rules on 1's make it even worse, imo. 10 level 1 clerics know that they have a pretty good shot at getting off at least one spell if they all cast at a level 30 cleric. He should be beyond that tomfoolery in my opinion. But anyhow, enough long posts. You're right to some extent take 10 is a good rule and does help alleviate some of this stuff. I just can't count the number of times I've had to cringe because some character rolls low and somehow loses all of his wits and fails to do something that common sense cries out to say should be stupedifyingly easy for one with their advanced skills. --- StGabriel, the Taoist saint. [/QUOTE]
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Do natural 1's instantly mean a failed save?
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