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Status of skills/tools and expected changes
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<blockquote data-quote="Majoru Oakheart" data-source="post: 6282299" data-attributes="member: 5143"><p>They removed any mention of the "Take 20" rule from the playtest, even though the logic for it still kind of applies. In my way of thinking that means that you should be rolling to see if you can succeed even if you'll eventually succeed.</p><p></p><p>I like to make people roll at least to simulate the idea that it is really hard and is taking a long time. For some rolls, I think it makes even more sense to say "No, you can't try again, you tried already and this particular door is too strong to knock down for you. Maybe if someone ELSE tried, they'd have a chance." This way it gives the non-specialists a chance to shine now and then and it means that the roll means something(instead of it just being a meaningless step you go through in order to eventually succeed). Even if you allow people to roll again, I find that after 5 or 6 rolls most players will assume that this particular DC is too high for them too make and their character isn't going to bang their head against it over and over hoping to roll high enough since that seems tedious and boring. Which is precisely what their characters would think in the same situation.</p><p></p><p>But then again, I never liked "take 20" because I've never known someone who failed at something 19 times in a row to attempt it a 20th time. Most people get frustrated at about the 5th time they do something and give up, assuming it is too hard for them.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6282299, member: 5143"] They removed any mention of the "Take 20" rule from the playtest, even though the logic for it still kind of applies. In my way of thinking that means that you should be rolling to see if you can succeed even if you'll eventually succeed. I like to make people roll at least to simulate the idea that it is really hard and is taking a long time. For some rolls, I think it makes even more sense to say "No, you can't try again, you tried already and this particular door is too strong to knock down for you. Maybe if someone ELSE tried, they'd have a chance." This way it gives the non-specialists a chance to shine now and then and it means that the roll means something(instead of it just being a meaningless step you go through in order to eventually succeed). Even if you allow people to roll again, I find that after 5 or 6 rolls most players will assume that this particular DC is too high for them too make and their character isn't going to bang their head against it over and over hoping to roll high enough since that seems tedious and boring. Which is precisely what their characters would think in the same situation. But then again, I never liked "take 20" because I've never known someone who failed at something 19 times in a row to attempt it a 20th time. Most people get frustrated at about the 5th time they do something and give up, assuming it is too hard for them. [/QUOTE]
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