Skill Mastery

Trainz said:
Oh, BTW, I was going through my attic, and I found an old picture of you [Piratecat] at GenCon... thought you might want it...

[] clarification mine

No eye patch. Was this before his pirate days? :D


glass.
 

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I don't think it would be allowed by the rules, but I think I would allow it, the reason you can't take 10 on a UMD is that a UMD check is only a one round action and it takes 10 rounds to take 10. Another reason is that the first round the roll is assumed a 1 I thought. Skill mastery removes the risk of absolute failure, it could just be represented by the rogue's familiarity with using wands. The rogue ability of skill mastery is a decently high level ability.
 
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milo said:
I don't think it would be allowed by the rules, but I think I would allow it, the reason you can't take 10 on a UMD is that a UMD check is only a one round action and it takes 10 rounds to take 10. Another reason is that the first round the roll is assumed a 1 I thought. Skill mastery removes the risk of absolute failure, it could just be represented by the rogue's familiarity with using wands. The rogue ability of skill mastery is a decently high level ability.

I really haven't read my 3.5 books that well, but that's wrong. It takes 1 round to Take 10, not 10. You're mixing up Take 10 and Take 20.

No, you can't use Skill Mastery with UMD
 

To get this back on topic, here is my off-the-cuff list of skills for which it would be useful to attain Skill Mastery, allowing Take 10. The best ones are starred.

Balance
* Bluff (Feint)
Climb
Diplomacy (rushed check at -10)
Disable Device
* Escape Artist
Handle Animal
Heal
* Hide (esp. Sniping)
Intimidate (Demoralize Opponent)
Jump
Listen
* Move Silently
Open Lock
Ride
Search
Sleight of Hand
Spot
Swim
* Tumble (esp. Accelerated Tumbling, at -10 on the check)
Use Rope


Skill Mastery can make some of these automatically successful: e.g., a 10th level rogue with Dex 17 and max ranks in Tumble has a base check of +16... so with Take 10 he can automatically succeed at a DC 25 Tumble check to tumble at one-half speed through an area occupied by an enemy, or he could automatically do an accelerated tumble (at full speed) past an enemy (DC 15; Take 10 +16 = 26 - 10 = 16).
 

milo said:
I don't think it would be allowed by the rules, but I think I would allow it, the reason you can't take 10 on a UMD is that a UMD check is only a one round action and it takes 10 rounds to take 10.
No, no, no, no. You're confusing it with taking 20.

Taking 10 requires the same amount of time as a regular skill check. You only make one attempt-- one single "roll" that is guaranteed to come up 10.

Taking 20 is the one that involves multiple checks. You try over and over, failing a lot, until you finally get it right. Some people assume that you "roll every number between 1 and 20 in order" but they're making that up; it's not in the rules anywhere. The only guarantee is that you fail 19 times (without necessarily ever getting a particular result), and then automatically roll a 20.
 

I think that the main reason umd doesnt have the take 10 entry is because it is always assumed to be dangerous/difficult to some degree. Looked at from that perspective I dont see any reason not to allow skill mastery to work on it. Is there anything horribly broken/overpowered with allowing it?
 

Scion said:
I think that the main reason umd doesnt have the take 10 entry is because it is always assumed to be dangerous/difficult to some degree. Looked at from that perspective I dont see any reason not to allow skill mastery to work on it. Is there anything horribly broken/overpowered with allowing it?
Except that it isn't always dangerous. If you have a wand of Cure Light Wounds, and you know its a wand of Cure Light Wounds, there is no perceived danger in using UMD.

Also, difficulty has no bearing on take 10. You can taken ten on disarming a trap with a DC of 150 even if you only have a +2 in the skill and can't possibly succeed even with a 20.
 

All I've got now is the SRD. Can someone tell me if I'm remembering correctly and the UMD take 10 section specifically states that it is because of the unpredicatbility of the skill?
 

James McMurray said:
All I've got now is the SRD. Can someone tell me if I'm remembering correctly and the UMD take 10 section specifically states that it is because of the unpredicatbility of the skill?
The phb and the srd say the exact same thing...

Special: You cannot take 10 with this skill.

It doesn't go into detail as to the reasons...


Mike
 

Even if it only takes 1 round to take 10 I would still allow the take 10 on UMD with skill mastery. This would not be too powerful to allow.
 

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