Kecia Tavernier
First Post
Never mind
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knifespeaks said:Nay Hyp, take 0 is about my limit
As far as climbing rigging is concerned, isn't it possible for a rope to break?
A foot to be caught and a character slip?
A 1% is more in order in that specific example, although it could be an old rope....
Scion said:Besides, without take 10 then with all of the climbing that goes on while on a ship then you would literally be killing a commoner at least every single day from falling. From what I hear about sailing that isnt the case. In fact, people rarely if ever slipped except possibly in incredibly adverse conditions (higher dc).
Something that you would expect someone being not rushed to never fail except one in a million (which is far outside of the game to bring into play), but could fail if rushed sounds like a 'perfect' reason to have take 10. Take 20 falls under the same case. If you could do the best job you could given time why bother to roll? simply have an easy mechanich which simulates it.
Not without some well-thought-out reasoning behind your arguements, certainly.knifespeaks said:Lol, I should never have posted on this thread
Isn't that something the DM decides beforehand? Especially given that spot checks would be in order to notice this fact before the climbing ever begins.As far as climbing rigging is concerned, isn't it possible for a rope to break? A foot to be caught and a character slip? ... ... the rope COULD BE rotten and you MIGHT slip. A 1% is more in order in that specific example, although it could be an old rope....
knifespeaks said:Your example re: take 19 is valid only insofar as the bonus was +4 - my problem is with the specific ruling that 'taking time = eventual success'. The taking 10/20 rule is what the game mechanics equate to that statement.
This can even be a +19 circumstance bonus. But there is still a CHANCE (represented by a 1 on the die) that the character, despite taking all precautions, sadly overlooked something and fell/slipped/whatever.
Hypersmurf said:But that's true even without the Take 20 rule! If you roll the die enough times, a 20 will come up eventually! Taking time = eventual 20!
Which means that one out of every twenty times the incredibly agile sailor with Skill Focus: Climb hops out of the crow's nest, he falls eighty feet to the deck below.
-Hyp.
knifespeaks said:In response to that, the sailors had exceptionally high climb skills! And failure doesn't necessarily mean falling to one's death - it could simply mean a short delay in ascending the rope....