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<blockquote data-quote="Water Bob" data-source="post: 5694946" data-attributes="member: 92305"><p>I think what I'm getting out of this is that the Take 10 is really the mega (or meta, if you prefer) roll--Take 10 replaces the roll.</p><p> </p><p>In the old days of AD&D or even 2E, a situation might come up to where a character would need to run 100 yards to a cliff over difficult terrain, then scale an 80' cliff, to get to the top. I'm talking about scenes here, not in combat.</p><p> </p><p>So, what I might do is have the character make a generally roll for the run, then I might make him make a single (or two or three) climb checks to quickly do the climb. The rolls would be relatively easy, if the character has the skill (non-weapon proficiency, back then) and equipment to make the climb. If a roll ended in failure, I'd randomly roll where it happened during the climb and take it from there.</p><p> </p><p>If in combat, I'd roll every round--but combat is always slower than general play.</p><p> </p><p>It seems that i'm learning that the Take 10 is really used (or, I should say oen of its uses) is for scenes. If a character can Take 10 and climb the cliff, let him do it. If the character can't make it with a Take 10, then the cliff is dicey and probably too hard for him--need to play it out in combat rounds.</p><p> </p><p> </p><p> </p><p> </p><p>And, I guess you've still got a form of meta or mega checks in a d20 game. Let's say the PCs are fighting a battle against a horde of goblins and an NPC is sent to convince the town guard of the closest town to come to their aid. The action would stay focussed on the PCs fighting the goblins, but a single, quick, Diplomacy roll would suffice to see if the NPC could convince the guard captain to lend some men to come help. That negotiation would happen "off camera", and had the PC's gone to do it, it would require more rolls or more roleplay, as that's where the action would be focussed.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5694946, member: 92305"] I think what I'm getting out of this is that the Take 10 is really the mega (or meta, if you prefer) roll--Take 10 replaces the roll. In the old days of AD&D or even 2E, a situation might come up to where a character would need to run 100 yards to a cliff over difficult terrain, then scale an 80' cliff, to get to the top. I'm talking about scenes here, not in combat. So, what I might do is have the character make a generally roll for the run, then I might make him make a single (or two or three) climb checks to quickly do the climb. The rolls would be relatively easy, if the character has the skill (non-weapon proficiency, back then) and equipment to make the climb. If a roll ended in failure, I'd randomly roll where it happened during the climb and take it from there. If in combat, I'd roll every round--but combat is always slower than general play. It seems that i'm learning that the Take 10 is really used (or, I should say oen of its uses) is for scenes. If a character can Take 10 and climb the cliff, let him do it. If the character can't make it with a Take 10, then the cliff is dicey and probably too hard for him--need to play it out in combat rounds. And, I guess you've still got a form of meta or mega checks in a d20 game. Let's say the PCs are fighting a battle against a horde of goblins and an NPC is sent to convince the town guard of the closest town to come to their aid. The action would stay focussed on the PCs fighting the goblins, but a single, quick, Diplomacy roll would suffice to see if the NPC could convince the guard captain to lend some men to come help. That negotiation would happen "off camera", and had the PC's gone to do it, it would require more rolls or more roleplay, as that's where the action would be focussed. [/QUOTE]
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