deleteme123456
Explorer
Scenario: PCs have been sent to eliminate a Kobold threat in the area. They have good intelligence (as in CIA, not as in INT) as to where the base is, and they approach cautiously, looking carefully for hidden Kobolds. You really don't think this qualifies as take 20?You could say that, but it would be a house rule, and one that turns the Stealth ruleset on its ear as it deviates very widely from RAW. Again, the Take 20 option, as you're calling it, is not available to PCs; it's a tool the DM can use to speed up play for repeating the same skill check when there is no time constraint (DMG p.41). The shortcut is there to avoid wasting the group's time by repeating the same skill check when there would eventually be a success anyway. The example given is searching an empty room after the encounter has been dealt with and there is no chance that more monsters will show up while the party is searching. The DM handwaves the series of rolls and assumes that a 20 will eventually be rolled and is told to
Take 20 as it existed in 3.x does not exist in 4E. The way Perception checks are made in your ambush scenario are described under the Perception skill in the PHB: you either make a passive check for the players (Take 10) or the players make an active check (they roll d20).
When on the alert for danger, as your party is, they make an active check: no Take 20 allowed. There was a thread here on ENWorld (a few months old now I would say) that discussed the odd situation of an active Perception check yielding a lower result than a passive check. The consensus was that a Stealth check had to beat both a passive and active Perception roll, if an active check was made, but I don't know if the basis for that was somewhere in the DMG/PHB, a Wizards employee clarification, or was just a common sense thing. I don't see it in the updates...
How about this then: the best perception player in the group asks up to 4 friends to aid him... since no one has a negative WIS mod, they all choose to take 10 on this check to aid another, and then the point man chooses to take 10, so he gets percp + 18, which is going to beat most stealth rolls the Kobolds can come up with (not all maybe, but most, really depends on what base perc is, if we're working from +6 or +9, etc.).