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General Tabletop Discussion
*Pathfinder & Starfinder
Getting rid of "Taking 10"
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<blockquote data-quote="Fanaelialae" data-source="post: 5816985" data-attributes="member: 53980"><p>A basketball/soccer game contains elements of risk (you might lose the game, you might get injured) and therefore take 10/20 don't apply here.</p><p></p><p>As for actors, I went to plenty of the drama productions my younger sister was in during high school, and though mistakes occasionally happened, they were minor and vastly less frequent than 5% (less than 1%, even). Typically it was a brief pause while someone attempted to recall their next line. And this was with non-professional high school students.</p><p></p><p>In fact, arguably, the reason that professional movies do so many takes is to take 20. They want the absolutely best take, not just the good one. Along the way they probably have a take or two where the actors completely forget their lines as well.</p><p></p><p>Removing take 10/20, IMO, leads to generally silly results. Take a flimsy door (DC 6), a brawny fighter (Str 18), and a scrawny wizard (Str 8). When take 10/20 is banned, this tends to happen. </p><p>-Fighter rolls a 1 and the DM describes the "flimsy" door as really stuck.</p><p>-Wizard rolls a 7 and the door pops right open.</p><p>-Fighter looks annoyed and says, "I loosened it for you."</p><p></p><p>In situations where only one attempt is allowed, other silliness occurs. Technically, the DM I played under allowed retries provided we found some way to give ourselves a new advantage. So we started carrying a crowbar. When we encountered a stuck door, we'd first try to kick it down. If that didn't work, we'd retry with the crowbar. Every time we used that trick however, a part of me wondered why our characters wouldn't just use the crowbar first? It was disjoined from what I would reasonably expect to happen.</p><p></p><p>For those reasons, I'm very glad to hear that the designers will be basing the mechanics of the new edition around the mechanic of "Take Ability Score".</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5816985, member: 53980"] A basketball/soccer game contains elements of risk (you might lose the game, you might get injured) and therefore take 10/20 don't apply here. As for actors, I went to plenty of the drama productions my younger sister was in during high school, and though mistakes occasionally happened, they were minor and vastly less frequent than 5% (less than 1%, even). Typically it was a brief pause while someone attempted to recall their next line. And this was with non-professional high school students. In fact, arguably, the reason that professional movies do so many takes is to take 20. They want the absolutely best take, not just the good one. Along the way they probably have a take or two where the actors completely forget their lines as well. Removing take 10/20, IMO, leads to generally silly results. Take a flimsy door (DC 6), a brawny fighter (Str 18), and a scrawny wizard (Str 8). When take 10/20 is banned, this tends to happen. -Fighter rolls a 1 and the DM describes the "flimsy" door as really stuck. -Wizard rolls a 7 and the door pops right open. -Fighter looks annoyed and says, "I loosened it for you." In situations where only one attempt is allowed, other silliness occurs. Technically, the DM I played under allowed retries provided we found some way to give ourselves a new advantage. So we started carrying a crowbar. When we encountered a stuck door, we'd first try to kick it down. If that didn't work, we'd retry with the crowbar. Every time we used that trick however, a part of me wondered why our characters wouldn't just use the crowbar first? It was disjoined from what I would reasonably expect to happen. For those reasons, I'm very glad to hear that the designers will be basing the mechanics of the new edition around the mechanic of "Take Ability Score". [/QUOTE]
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Getting rid of "Taking 10"
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