Tatsukun
Danjin Masutaa
Well, alright
Well, I admit that upon further reflection part of the reason I was grumpy about taking ten was that my players zipped past my really cool trap. I went and designed a neat-o extending bridge (complete with password) and these guys just jumped over it. DOH! OK, I will get over it, <begins mantra "I don't have to kill all the PC's every game, I don't have to kill all the PC's every game...>
Well, a skill should almost never be as good as a spell. That's why spells are limited to a number of times per day. But I see what you are saying. Maybe in my heart of hearts I am just a lazy *#$&@*% and don't want to have to think of ALL the circumstance modifiers, it's easier to roll !
That's why I'm leery though. The Rogue's job is to sneak around and see stuff. The fighters job is to swing a sword at stuff. The fighter faces a random risk about a thousand times a day (attacking, being attacked, saves, etc.) while with taking ten the rogue faces almost no risk. The only risk he faces is getting himself in over his head (because he doesn't know the DC).
As Ottergame pointed out to me, THIS is what makes a Rogue sneaking around exciting / tense. He does indeed have a random chance involved because he has to guess/judge just how hard something is to do.
All and all, now that I have heard everyone, and remembered about the DC's being unknown, and thought about WHY I didn’t like taking 10, I think I am over it.
Thank you to everyone who helped my get my head around this.
-Tatsu
woolybearundertaker said:So consider this: a second level party facing a 5 foot chasm 40 feet deep. DC to jump it (in 3.5) is 5. Big deal, right? However, as another player pointed out, every member in the party still had at least a 5% chance of rolling a 1 and falling to their deaths. We d each have to cross it at least twice.
Well, I admit that upon further reflection part of the reason I was grumpy about taking ten was that my players zipped past my really cool trap. I went and designed a neat-o extending bridge (complete with password) and these guys just jumped over it. DOH! OK, I will get over it, <begins mantra "I don't have to kill all the PC's every game, I don't have to kill all the PC's every game...>
woolybearundertaker said:Similarly, not allowing Take 10 makes spells overly powerful. A mid level rogue risks death (5% chance) every time he Climbs a rope down from a high building, but a stupid second level Spider climb, and the mage can do it 100% safely and twice as fast. Doesn t that take away from the fun of playing a Rogue?
Well, a skill should almost never be as good as a spell. That's why spells are limited to a number of times per day. But I see what you are saying. Maybe in my heart of hearts I am just a lazy *#$&@*% and don't want to have to think of ALL the circumstance modifiers, it's easier to roll !
woolybearundertaker said:For contested skills like Hide, most Rogues can Take 10 and consistently slip past mook sentries Taking 10. Big deal. Can the Fighter in full plate? The cleric? So the Rogue will be ALL ALONE. In any case, he wont be able to Take 10 and sneak past an elven Ranger Taking 10.
That's why I'm leery though. The Rogue's job is to sneak around and see stuff. The fighters job is to swing a sword at stuff. The fighter faces a random risk about a thousand times a day (attacking, being attacked, saves, etc.) while with taking ten the rogue faces almost no risk. The only risk he faces is getting himself in over his head (because he doesn't know the DC).
As Ottergame pointed out to me, THIS is what makes a Rogue sneaking around exciting / tense. He does indeed have a random chance involved because he has to guess/judge just how hard something is to do.
All and all, now that I have heard everyone, and remembered about the DC's being unknown, and thought about WHY I didn’t like taking 10, I think I am over it.
Thank you to everyone who helped my get my head around this.
-Tatsu