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.
Darklone said:Take 20 on search checks? Ok, but don't use it when looking for traps!!!
Darklone said:Take 20 on search checks? Ok, but don't use it when looking for traps!!!
Exactly, it is the disable device check you do not want to miss by 5 or more.Patryn of Elvenshae said:Why not?
A failed Search check has no consequences.
Notmousse said:Given the description of the Knowledge class of skills though, there is no retry, so one would assume no take 20 as it's 'trying till you get it right'.
I could have sworn I'd seen something similar about taking 10, but I can not find it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.