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Community
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Just how easily does adamantine slice?
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<blockquote data-quote="eryndel" data-source="post: 1412292" data-attributes="member: 13120"><p><threadjack></p><p></p><p></p><p>I think this says it most succinctly. The criteria implied in the rules as to whether a roll has a negative consequence is if a failure of one roll would cause that negative consequence to occur before you have a chance to reroll. Strictly speaking, taking 20 is just spending enough time to get an actual die roll of 20 (which, on average, should take 20 times as long.) If a character so chose to instead of taking 20, just sit there and roll until he got a 20 and have no negative ramification until he got that 20, he should be allowed to just take 20. </p><p></p><p>You can't take 20 while jumping over a chasm because if you fail the roll, down you go and you have to deal with the ramifications therein. You can't take 20 if you try to disable a trap because the trap goes off if you fail. You can't take 20 on diplomacy check because rerolls don't improve your results. You <em>can</em> take 20 to jump up to a high branch of a tree assuming that there is no body present who wants to attack you. You can take 20 on a seach roll as long as there is nothing hostile nearby because, if your give enough time, you can look as long as you want in a place.</p><p></p><p>Real world example. I've gone and lost my keys. I take a round to take a quick look over my desk, table, what have you. Don't spot them. Well, I didn't really go through all the folders on my desk so I spend another round going through there. No luck. Hmmm, maybe they slipped behind the desk, I make another search roll but still don't find it. Well, I'm running late already, so I decide to do a thorough search of my office (10x10 room). Taking 20 on this should take 12 minutes. 15 minutes and a thorough search later I give up, and go elsewhere. Sure enough, their sitting in the key box.</p><p></p><p>Now, if there was an orc looking to kill me, all bets are off.</p><p></p><p></threadjack></p><p></p><p>Werner</p></blockquote><p></p>
[QUOTE="eryndel, post: 1412292, member: 13120"] <threadjack> I think this says it most succinctly. The criteria implied in the rules as to whether a roll has a negative consequence is if a failure of one roll would cause that negative consequence to occur before you have a chance to reroll. Strictly speaking, taking 20 is just spending enough time to get an actual die roll of 20 (which, on average, should take 20 times as long.) If a character so chose to instead of taking 20, just sit there and roll until he got a 20 and have no negative ramification until he got that 20, he should be allowed to just take 20. You can't take 20 while jumping over a chasm because if you fail the roll, down you go and you have to deal with the ramifications therein. You can't take 20 if you try to disable a trap because the trap goes off if you fail. You can't take 20 on diplomacy check because rerolls don't improve your results. You [I]can[/I] take 20 to jump up to a high branch of a tree assuming that there is no body present who wants to attack you. You can take 20 on a seach roll as long as there is nothing hostile nearby because, if your give enough time, you can look as long as you want in a place. Real world example. I've gone and lost my keys. I take a round to take a quick look over my desk, table, what have you. Don't spot them. Well, I didn't really go through all the folders on my desk so I spend another round going through there. No luck. Hmmm, maybe they slipped behind the desk, I make another search roll but still don't find it. Well, I'm running late already, so I decide to do a thorough search of my office (10x10 room). Taking 20 on this should take 12 minutes. 15 minutes and a thorough search later I give up, and go elsewhere. Sure enough, their sitting in the key box. Now, if there was an orc looking to kill me, all bets are off. </threadjack> Werner [/QUOTE]
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Just how easily does adamantine slice?
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