Patryn of Elvenshae
First Post
Also, a 1 is not a "critical failure" on a skill check.
Or, rather, review the rules on taking 20. At the end of a Take 20 Aid Another attempt* (which takes 20 times as long as a single Aid Another attempt), you are treated as having rolled a 20 on your check to Aid Another.
If you are attempting to do something which takes a standard action, it therefore takes 20 rounds - 2 minutes - to Take 20 on that thing.
And Take 20 does not assume any rolling. Rather, it assumes "fail, fail, fail, fail, fail, ..., fail, result as if you had rolled a 20."
It in no way assumes that you, in practice, roll every number - elsewise, if you take 20 at something you would have succeeded at on a roll of a 1, why don't you automatically succeed after a single round?
And folks, I know statistics; let's not start waving math credentials around at each other. The 400 rolls thing is ridiculous.
Now this is where I disagree. If the main person is taking 20, and therefore is assumed to get 19 fails and a 20, and the aiding person is also taking 20 and assumed to get 19 fails and a 20, how do you know the 20's occur at the same time?
... Because after 20 rounds, you both are treated as if you had rolled a 20 on your check..
... Because after 20 rounds, you both are treated as if you had rolled a 20 on your check.
If you're trying to batter down a door, and you take 20, then you'll be standing there at the door for 20 rounds taking the "Kick the door" standard action. In Round 20, we check whether a result of 20 + your Strength mod would batter down the door. In all previous rounds, you automatically failed the Strength check to break down the door.
If I'm Aiding Another on this attempt, and taking 20, then I'll be standing there at the door for 20 rounds taking the Aid Another action. In Round 20, we check whether a result of 20 + my Strength mod beats a DC of 10. If it does, then you get a +2 on your check. In all previous rounds, I automatically failed the Strength check to Aid Another on your attempt to break down the door.
We don't check whether or not the 20s occur at the "same time" because we aren't actually rolling anything. At the end of 20 rounds, we assume we both rolled 20s and proceed from there.
Again, ignoring the "can't take 20" rule from the RC (which I don't like, as a general rule).
Taking 20
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 failure, 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, your character would automatically incur those penalties before he or she could complete the task. Common “take 20” skills include Escape Artist, Open Lock, and Search.
it's impossible to perfectly time your maximum help with the doer's maximum success.
The probabilities are not independent of one another.
DM: Yes, but every 20 rolls each of you will get a 20. But you getting a 20 when he gets a 15 doesn't matter