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Should Bounded Accuracy apply to skill checks? Thoughts on an old Alexandrian article
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<blockquote data-quote="tetrasodium" data-source="post: 9506110" data-attributes="member: 93670"><p>The SRD entry on taking 10/20 is a bit incomplete in ways that make the bolded bit seem close, but the hurdles taking 10 needed to clear that are not present for RT creates some of the reasons RT is a problem in their absence</p><p></p><p>[spoiler="3.5 checks without rolls, 3.5 phb pg65"]</p><p>Checks without Rolls</p><p>A skill check represents an attempt to accomplish some goal, usually</p><p>while under some sort of time pressure or distraction. Sometimes,</p><p>though, a character can use a skill under more favorable conditions</p><p>and eliminate the luck factor.</p><p><strong>Taking 10:</strong> When your character is not being threatened or dis-</p><p>tracted, you may choose to take 10. Instead of rolling 1d20 for the</p><p>skill check, calculate your result as if you had rolled a 10. For many</p><p>routine tasks, taking 10 makes them automatically successful. <em><u>Dis-</u></em></p><p><em><u>tractions or threats (such as combat) make it impossible for a </u></em></p><p><u><em>character to take 10. In most cases, taking 10</em></u> is purely a safety</p><p>measure —you know (or expect) that an average roll will succeed</p><p>but fear that a poor roll might fail, so you elect to settle for the</p><p>average roll (a 10). Taking 10 is especially useful in situations where</p><p>a particularly high roll wouldn’t help (such as using Climb to ascend</p><p>a knotted rope, or using Heal to give a wounded PC long-term care).</p><p>For example, Krusk the barbarian has a Climb skill modifier of +6</p><p>(4 ranks, +3 Strength modifier, –1 penalty for wearing studded</p><p>leather armor). The steep, rocky slope he’s climbing has a Climb DC</p><p>of 10. With a little care, he can take 10 and succeed automatically.</p><p>But partway up the slope, a goblin scout begins pelting him with</p><p>sling stones. Krusk needs to make a Climb check to get up to the</p><p>goblin, and this time he can’t simply take 10. If his player rolls 4 or</p><p>higher on 1d20, he succeeds.</p><p><strong>Taking 20:</strong> <em><u>When you have plenty of time (generally 2 minutes </u></em></p><p><em><u>for a skill that can normally be checked in 1 round, one full-round </u></em></p><p><em><u>action, or one standard action), you are faced with no threats or </u></em></p><p><em><u>distractions, and the skill being attempted carries no penalties for </u></em></p><p><u><em>failure,</em></u> you can take 20. In other words, eventually you will get a 20</p><p>on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill</p><p>check, just calculate your result as if you had rolled a 20. Taking 20</p><p>means you are trying until you get it right, and it assumes that you</p><p>fail many times before succeeding. Taking 20 takes twenty times as</p><p>long as making a single check would take. Since taking 20 assumes</p><p>that the character will fail many times before succeeding, if you did</p><p>attempt to take 20 on a skill that carries penalties for failure (for</p><p>instance, a Disable Device check to disarm a trap), your character</p><p>would automatically incur those penalties before he or she could</p><p>complete the task (in this case, the character would most likely set</p><p>off the trap). Common “take 20” skills include Escape Artist, Open</p><p>Lock, and Search.</p><p>For example, Krusk comes to a cliff face. He attempts to take 10,</p><p>for a result of 16 (10 plus his +6 skill modifier), but the DC is 20, and</p><p>the DM tells him that he fails to make progress up the cliff. (His</p><p>check is at least high enough that he does not fall.) Krusk cannot</p><p>take 20 because there is a penalty associated with failure (falling, in</p><p>this case). He can try over and over, and eventually he may succeed,</p><p>but he might fall one or more times in the process. Later, Krusk</p><p>finds a cave in the cliff and searches it. The DM sees in the Search</p><p>skill description that each 5-foot-square area takes a full-round</p><p>action to search, and she secretly assigns a DC of 15 to the attempt.</p><p>She estimates that the floors, walls, and ceiling of the cave make up</p><p>about ten 5-foot squares, so she tells Krusk’s player that it takes 1</p><p>minute (10 rounds) to search the whole cave. Krusk’s player gets a</p><p>result of 12 on 1d20, adds no skill ranks because Krusk doesn’t have</p><p>the Search skill, and adds –1 because that is Krusk’s Intelligence</p><p>modifier. His roll fails. Now the player declares that Krusk is going</p><p>to search the cavern high and low, taking as long as it takes. The DM</p><p>takes the original time of 1 minutes and multiplies it by 20, for 20</p><p>minutes. That’s how long it takes for Krusk to search the whole cave</p><p>in exacting detail. Now Krusk’s player treats his roll as if it were 20,</p><p>for a result of 19. That’s good enough to beat the DC of 15, and</p><p>Krusk finds an old, bronze key discarded under a loose rock.</p><p>Ability Checks and Caster Level Checks: The normal take 10</p><p>and take 20 rules apply for ability checks. Neither rule applies to</p><p>caster level checks (such as when casting dispel magic or attempting</p><p>to overcome spell resistance).</p><p>[/spoiler]</p><p>Those underlined italicized bits were an important limitation that shifted the decision point for the party from if bob cares to do the thing he's guaranteed to succeed at over to how bob & the party can set the stage needed to just do the thing everyone knows bob can just do <u><em>given the chance.</em></u></p><p>Ironically that page also includes a section explaining why the extreme DCs existed <em>and</em> a section covering how a party interacted with them <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p>[spoiler="Practically impossible tasks"]</p><p>Practically Impossible Tasks</p><p>Sometimes you want to do something that seems practically</p><p>impossible. In general, a task considered practically impossible has a</p><p>DC of 40, 60, or even higher (or it carries a modifier of +20 or more</p><p>to the DC).</p><p>Practically impossible tasks are hard to delineate ahead of time.</p><p>They’re the accomplishments that represent incredible, almost</p><p>logic-defying skill and luck. Picking a lock by giving it a single, swift</p><p>kick might entail a +20 modifier to the DC; swimming up a waterfall</p><p>could require a Swim check against DC 80; and balancing on a</p><p>fragile tree branch might have a DC of 90.</p><p>The DM decides what is actually impossible and what is merely</p><p>practically impossible. Characters with very high skill modifiers are</p><p>capable of accomplishing incredible, almost unbelievable tasks, just</p><p>as characters with very high combat bonuses are.</p><p>[/spoiler]</p><p>[spoiler="combining skill attempts"]</p><p>COMBINING SKILL ATTEMPTS</p><p>When more than one character tries the same skill at the same time</p><p>and for the same purpose, their efforts may overlap.</p><p></p><p> </p><p></p><p>Individual Events</p><p>Often, several characters attempt some action and each succeeds or</p><p>fails independently.</p><p>For example, Krusk and each of his friends needs to climb a slope</p><p>if they’re all to get to the top. Regardless of Krusk’s roll, the other</p><p>characters need successful checks, too. Every character makes a skill</p><p>check.</p><p> </p><p></p><p>Aid Another</p><p>You can help another character achieve success on his or her skill</p><p>check by making the same kind of skill check in a cooperative effort.</p><p>If you roll a 10 or higher on your check, the character you are</p><p></p><p> </p><p></p><p>helping gets a +2 bonus to his or her check, as per the rule for</p><p>favorable conditions. (You can’t take 10 on a skill check to aid</p><p>another.) In many cases, a character’s help won’t be beneficial, or</p><p>only a limited number of characters can help at once. The DM limits</p><p>cooperation as he or she sees fit for the given conditions.</p><p>For instance, if Krusk has been badly wounded and is dying,</p><p>Jozan can try a Heal check to keep him from losing more hit points.</p><p>One other character can help Jozan. If the other character makes a</p><p>Heal check against DC 10, then Jozan gets a +2 circumstance bonus</p><p>on the Heal check he makes to help Krusk. The DM rules that two</p><p>characters couldn’t help Jozan at the same time because a third</p><p>person would just get in the way.</p><p>In cases where the skill restricts who can achieve certain results</p><p>(such as with Disable Device, Search, and Survival), you can’t aid</p><p>another to grant a bonus to a task that your character couldn’t</p><p>achieve alone. For instance, a character who doesn’t have the</p><p>trapfinding class feature can’t use Search to help a rogue find a</p><p>magic trap, since the helper couldn’t attempt to find the magic trap</p><p>on his own.</p><p>[/spoiler]</p><p>IoW proto-Skill challenges</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9506110, member: 93670"] The SRD entry on taking 10/20 is a bit incomplete in ways that make the bolded bit seem close, but the hurdles taking 10 needed to clear that are not present for RT creates some of the reasons RT is a problem in their absence [spoiler="3.5 checks without rolls, 3.5 phb pg65"] Checks without Rolls A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions and eliminate the luck factor. [B]Taking 10:[/B] When your character is not being threatened or dis- tracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. [I][U]Dis- tractions or threats (such as combat) make it impossible for a [/U][/I] [U][I]character to take 10. In most cases, taking 10[/I][/U] is purely a safety measure —you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help (such as using Climb to ascend a knotted rope, or using Heal to give a wounded PC long-term care). For example, Krusk the barbarian has a Climb skill modifier of +6 (4 ranks, +3 Strength modifier, –1 penalty for wearing studded leather armor). The steep, rocky slope he’s climbing has a Climb DC of 10. With a little care, he can take 10 and succeed automatically. But partway up the slope, a goblin scout begins pelting him with sling stones. Krusk needs to make a Climb check to get up to the goblin, and this time he can’t simply take 10. If his player rolls 4 or higher on 1d20, he succeeds. [B]Taking 20:[/B] [I][U]When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for [/U][/I] [U][I]failure,[/I][/U] you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20. Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take. Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure (for instance, a Disable Device check to disarm a trap), your character would automatically incur those penalties before he or she could complete the task (in this case, the character would most likely set off the trap). Common “take 20” skills include Escape Artist, Open Lock, and Search. For example, Krusk comes to a cliff face. He attempts to take 10, for a result of 16 (10 plus his +6 skill modifier), but the DC is 20, and the DM tells him that he fails to make progress up the cliff. (His check is at least high enough that he does not fall.) Krusk cannot take 20 because there is a penalty associated with failure (falling, in this case). He can try over and over, and eventually he may succeed, but he might fall one or more times in the process. Later, Krusk finds a cave in the cliff and searches it. The DM sees in the Search skill description that each 5-foot-square area takes a full-round action to search, and she secretly assigns a DC of 15 to the attempt. She estimates that the floors, walls, and ceiling of the cave make up about ten 5-foot squares, so she tells Krusk’s player that it takes 1 minute (10 rounds) to search the whole cave. Krusk’s player gets a result of 12 on 1d20, adds no skill ranks because Krusk doesn’t have the Search skill, and adds –1 because that is Krusk’s Intelligence modifier. His roll fails. Now the player declares that Krusk is going to search the cavern high and low, taking as long as it takes. The DM takes the original time of 1 minutes and multiplies it by 20, for 20 minutes. That’s how long it takes for Krusk to search the whole cave in exacting detail. Now Krusk’s player treats his roll as if it were 20, for a result of 19. That’s good enough to beat the DC of 15, and Krusk finds an old, bronze key discarded under a loose rock. Ability Checks and Caster Level Checks: The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to caster level checks (such as when casting dispel magic or attempting to overcome spell resistance). [/spoiler] Those underlined italicized bits were an important limitation that shifted the decision point for the party from if bob cares to do the thing he's guaranteed to succeed at over to how bob & the party can set the stage needed to just do the thing everyone knows bob can just do [U][I]given the chance.[/I][/U] Ironically that page also includes a section explaining why the extreme DCs existed [I]and[/I] a section covering how a party interacted with them :D [spoiler="Practically impossible tasks"] Practically Impossible Tasks Sometimes you want to do something that seems practically impossible. In general, a task considered practically impossible has a DC of 40, 60, or even higher (or it carries a modifier of +20 or more to the DC). Practically impossible tasks are hard to delineate ahead of time. They’re the accomplishments that represent incredible, almost logic-defying skill and luck. Picking a lock by giving it a single, swift kick might entail a +20 modifier to the DC; swimming up a waterfall could require a Swim check against DC 80; and balancing on a fragile tree branch might have a DC of 90. The DM decides what is actually impossible and what is merely practically impossible. Characters with very high skill modifiers are capable of accomplishing incredible, almost unbelievable tasks, just as characters with very high combat bonuses are. [/spoiler] [spoiler="combining skill attempts"] COMBINING SKILL ATTEMPTS When more than one character tries the same skill at the same time and for the same purpose, their efforts may overlap. Individual Events Often, several characters attempt some action and each succeeds or fails independently. For example, Krusk and each of his friends needs to climb a slope if they’re all to get to the top. Regardless of Krusk’s roll, the other characters need successful checks, too. Every character makes a skill check. Aid Another You can help another character achieve success on his or her skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you are helping gets a +2 bonus to his or her check, as per the rule for favorable conditions. (You can’t take 10 on a skill check to aid another.) In many cases, a character’s help won’t be beneficial, or only a limited number of characters can help at once. The DM limits cooperation as he or she sees fit for the given conditions. For instance, if Krusk has been badly wounded and is dying, Jozan can try a Heal check to keep him from losing more hit points. One other character can help Jozan. If the other character makes a Heal check against DC 10, then Jozan gets a +2 circumstance bonus on the Heal check he makes to help Krusk. The DM rules that two characters couldn’t help Jozan at the same time because a third person would just get in the way. In cases where the skill restricts who can achieve certain results (such as with Disable Device, Search, and Survival), you can’t aid another to grant a bonus to a task that your character couldn’t achieve alone. For instance, a character who doesn’t have the trapfinding class feature can’t use Search to help a rogue find a magic trap, since the helper couldn’t attempt to find the magic trap on his own. [/spoiler] IoW proto-Skill challenges [/QUOTE]
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