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<blockquote data-quote="I'm A Banana" data-source="post: 5754149" data-attributes="member: 2067"><p>I'm wondering if its the critical fumble rule, or the way the DM is applying it.</p><p></p><p>See, "everyday tasks" shouldn't really require a check. This is what the Take 10 rule is there for. It gives you a baseline of stuff you can basically accomplish when there's no big stress involved, given enough time, automatically. You don't roll a climb check to climb every tree -- you just roll a climb check to climb a tree in combat, while goblins are hacking at your ankles.</p><p></p><p>Rolls should only be for things that are especially dangerous or risky or chaotic to begin with, not for every-day wall climbing. You don't make a check for breathing because breathing is something automatic, like climbing a tree with a +15 Climb check when not fighting an orc should be.</p><p></p><p>So a 5% chance for something catastrophic to happen when you're engaged in a dangerous, risky, chaotic event makes a lot of sense, and can be "fun failure."</p><p></p><p>But it needs to be applied in situations where it makes sense.</p><p></p><p>I'd talk to your DM about revising the Take 10 Rules, personally. The RAW is that you take 10 on a skill check when you're not in a stressful situation, and you take 20 on a skill check when there's no consequence aside from time for failure. Use it!</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5754149, member: 2067"] I'm wondering if its the critical fumble rule, or the way the DM is applying it. See, "everyday tasks" shouldn't really require a check. This is what the Take 10 rule is there for. It gives you a baseline of stuff you can basically accomplish when there's no big stress involved, given enough time, automatically. You don't roll a climb check to climb every tree -- you just roll a climb check to climb a tree in combat, while goblins are hacking at your ankles. Rolls should only be for things that are especially dangerous or risky or chaotic to begin with, not for every-day wall climbing. You don't make a check for breathing because breathing is something automatic, like climbing a tree with a +15 Climb check when not fighting an orc should be. So a 5% chance for something catastrophic to happen when you're engaged in a dangerous, risky, chaotic event makes a lot of sense, and can be "fun failure." But it needs to be applied in situations where it makes sense. I'd talk to your DM about revising the Take 10 Rules, personally. The RAW is that you take 10 on a skill check when you're not in a stressful situation, and you take 20 on a skill check when there's no consequence aside from time for failure. Use it! [/QUOTE]
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