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Help me nail down this 'take 10, take 20' nonsense
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<blockquote data-quote="Hypersmurf" data-source="post: 1831091" data-attributes="member: 1656"><p>But Take 19 means that if they have a Search bonus of 4, and there's something of DC 24, then Take 19 only gives them 23. So if they take the time to roll the dice ten thousand times, not knowing if they're ever rolling a 20, they can't be certain that rolling it another then thousand times won't make a difference.</p><p></p><p>And isn't that what your problem with Take 20 was?</p><p></p><p></p><p></p><p>That wouldn't be reflected by the Climb DC, though. That's a separate possibility.</p><p></p><p></p><p></p><p>If they're rushing, certainly. But if they're not in a hurry? I don't see why...</p><p></p><p></p><p></p><p>If the condition of the rope makes the actual Climb more difficult, that would be reflected in a higher DC. If it went up to 15 instead of 10, the average commoner wouldn't be able to simply Take 10; he'd have to take his chances and roll, and there's your chance of failure.</p><p></p><p>If the condition of the rope doesn't actually change how hard it is to climb, but there's a chance it could break, that's completely separate. The commoner Takes 10, having no trouble in actually making his way up the rigging... and then you roll the break chance. If the rope breaks, it doesn't matter what his Climb skill is... when there's nothing to climb, you're in trouble no matter what.</p><p></p><p>-Hyp.</p></blockquote><p></p>
[QUOTE="Hypersmurf, post: 1831091, member: 1656"] But Take 19 means that if they have a Search bonus of 4, and there's something of DC 24, then Take 19 only gives them 23. So if they take the time to roll the dice ten thousand times, not knowing if they're ever rolling a 20, they can't be certain that rolling it another then thousand times won't make a difference. And isn't that what your problem with Take 20 was? That wouldn't be reflected by the Climb DC, though. That's a separate possibility. If they're rushing, certainly. But if they're not in a hurry? I don't see why... If the condition of the rope makes the actual Climb more difficult, that would be reflected in a higher DC. If it went up to 15 instead of 10, the average commoner wouldn't be able to simply Take 10; he'd have to take his chances and roll, and there's your chance of failure. If the condition of the rope doesn't actually change how hard it is to climb, but there's a chance it could break, that's completely separate. The commoner Takes 10, having no trouble in actually making his way up the rigging... and then you roll the break chance. If the rope breaks, it doesn't matter what his Climb skill is... when there's nothing to climb, you're in trouble no matter what. -Hyp. [/QUOTE]
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Help me nail down this 'take 10, take 20' nonsense
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