glass
(he, him)
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?

glass.
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...
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.
No, no, no, no. You're confusing it with taking 20.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.
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.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?
The phb and the srd say the exact same thing...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?
Special: You cannot take 10 with this skill.