Under the 3.5 rules, how do you guys handle mega-checks (or, sometimes called meta-checks, but I think that's an incorrect use of the term...somebody correct me).
The rules, in the 3.5 system, always default to the Tactical, 6-second combat round scale. What do you do when you're running the game on a larger time scale?
For example (I thought about this with my Swim question thread), let's say you've got a river the PCs need to cross. The river is 315 feet across. If you're not in a combat situation, you don't sit there and make (a minimum of) 21 Swim Checks, do you?
I mean, that sounds idiotic outside of an a combat situation.
Do you just say that the PCs cross the river and forget about Swim checks?
Do you use the Take 10 rule? And, what if, using the Take 10 rule, the result is not enough to exceed the DC required to swim the river? (For example, when Taking 10, a character gets up with a 13 Swim check and the DC to cross the rapids of the river is a DC 15?)
OK, another example. The PCs are moving overland from one village to another, a couple of days travel. On the eve of the second day, they reach the base of a huge 200 foot cliff.
You don't make a butt load of climb checks, right? That's crazy. But, wouldn't you want to make a couple of quickie checks to ensure that there were no complications scaling the cliff?
So, how do you handle these sorts of things in your game?
The rules, in the 3.5 system, always default to the Tactical, 6-second combat round scale. What do you do when you're running the game on a larger time scale?
For example (I thought about this with my Swim question thread), let's say you've got a river the PCs need to cross. The river is 315 feet across. If you're not in a combat situation, you don't sit there and make (a minimum of) 21 Swim Checks, do you?
I mean, that sounds idiotic outside of an a combat situation.
Do you just say that the PCs cross the river and forget about Swim checks?
Do you use the Take 10 rule? And, what if, using the Take 10 rule, the result is not enough to exceed the DC required to swim the river? (For example, when Taking 10, a character gets up with a 13 Swim check and the DC to cross the rapids of the river is a DC 15?)
OK, another example. The PCs are moving overland from one village to another, a couple of days travel. On the eve of the second day, they reach the base of a huge 200 foot cliff.
You don't make a butt load of climb checks, right? That's crazy. But, wouldn't you want to make a couple of quickie checks to ensure that there were no complications scaling the cliff?
So, how do you handle these sorts of things in your game?