Gomez
First Post
KarinsDad said:Is a damage roll or a saving throw an ability check in the game? No.
Do you roll damage and saving throws when you are threatened or distracted? Yes.
So according to both of these rules, you cannot Take 20 for damage rolls or saving throws. In fact, you cannot Take 20 in combat at all.
An initiative roll, on the other hand, is an ability check. However, you roll initiative when you are threatened or distracted, so you still cannot Take 20 on an initiative roll.
Care to try again?![]()
Checks without Rolls
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions and eliminate the luck factor.
Taking 10: When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure —you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.
Taking 20:When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20. Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take. Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common “take 20” skills include Escape Artist, Open Lock, and Search.
Ability Checks and Caster Level Checks: The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to caster level checks.
You are right as in an initiative check is a Dexterity check. So why roll at all then. Every one should take 20 on their initaitive at the beginning of every combat. How long does taking 20 on your initiative take? One full round? 2 Minutes?
There was the Refocus in 3.0 but you will see that it is no longer in 3.5.
Plus, wouldn't you consider starting combat as being threatened?
Also, you can make a saving throw while not being threatened. Like a saving throw vs poison.
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