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General Tabletop Discussion
*Pathfinder & Starfinder
Getting rid of "Taking 10"
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<blockquote data-quote="BryonD" data-source="post: 5816829" data-attributes="member: 957"><p>It sounds to me like you use take 20, you just don't think of it in those terms. Because this is exactly what take 20 is all about, not bothering when it isn't worth it and just skipping to telling them.</p><p></p><p>I certainly use take 20, but in reality the circumstances for it rarely come up.</p><p></p><p>Just for an example stick with searching. There party correctly suspects the stolen golden necklace is hidden in this room. The king will be here in seconds and wants it. Can they find it in time? Roll.... 17 Nope. Didn't find it. The king chews them out and says find it or else.... And the king leaves. Now the party proceeds to tear the room apart. No one says the words "take 20", but 30 minutes later the room is a shambles and the party has the necklace. Groups have been doing that since long before the "take 20" rule was ever printed. The rule just formalizes it. It adds in the default assumption of "if you do this the bad potential thing will happen". And that makes sense. But the the actual implementation is so strongly case-by-case that it pretty much demands some DM thoughtfulness. </p><p></p><p>But in the end tearing up the room ISN'T interesting. So "Take 20" says: just tell them.</p></blockquote><p></p>
[QUOTE="BryonD, post: 5816829, member: 957"] It sounds to me like you use take 20, you just don't think of it in those terms. Because this is exactly what take 20 is all about, not bothering when it isn't worth it and just skipping to telling them. I certainly use take 20, but in reality the circumstances for it rarely come up. Just for an example stick with searching. There party correctly suspects the stolen golden necklace is hidden in this room. The king will be here in seconds and wants it. Can they find it in time? Roll.... 17 Nope. Didn't find it. The king chews them out and says find it or else.... And the king leaves. Now the party proceeds to tear the room apart. No one says the words "take 20", but 30 minutes later the room is a shambles and the party has the necklace. Groups have been doing that since long before the "take 20" rule was ever printed. The rule just formalizes it. It adds in the default assumption of "if you do this the bad potential thing will happen". And that makes sense. But the the actual implementation is so strongly case-by-case that it pretty much demands some DM thoughtfulness. But in the end tearing up the room ISN'T interesting. So "Take 20" says: just tell them. [/QUOTE]
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Getting rid of "Taking 10"
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