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<blockquote data-quote="Mark" data-source="post: 1299012" data-attributes="member: 5"><p>This might be the lynchpin of the problem of the interpretation of your players.</p><p></p><p></p><p></p><p>"such as" doesn't mean "only" so you have to expand the times when it will not work based on judgement calls. Any distraction, no matter how small, <em>might</em> have a chance to screw things up. You <em>might</em> want to mention while a take ten is in progress that something is happening and <em>maybe</em> allow the player to suggest they are ignoring the distraction, <em>perhaps</em> resolving it with a concentration check if the distraction is of a certain level (gun shot, dropped glass object shattering, etc.)</p><p></p><p>Adjudicating a situation where a take ten is requested doesn't need to be a yes or no thing. Tossing the ball back to the player with some defined options so they have to make the tough call can be very satisfying in a roleplaying game, even for those who generally prefer combat. Afterall, the most exciting thing about combat is bringing to bear whatever advantages as a character as you can, going for it, and watching as the die rollls, right? Treat the take ten with the same ominous tone as a critical hit (when it is appropriate) and I think the players will wind up praising you for making the game that much more exciting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mark, post: 1299012, member: 5"] This might be the lynchpin of the problem of the interpretation of your players. "such as" doesn't mean "only" so you have to expand the times when it will not work based on judgement calls. Any distraction, no matter how small, [i]might[/i] have a chance to screw things up. You [i]might[/i] want to mention while a take ten is in progress that something is happening and [i]maybe[/i] allow the player to suggest they are ignoring the distraction, [i]perhaps[/i] resolving it with a concentration check if the distraction is of a certain level (gun shot, dropped glass object shattering, etc.) Adjudicating a situation where a take ten is requested doesn't need to be a yes or no thing. Tossing the ball back to the player with some defined options so they have to make the tough call can be very satisfying in a roleplaying game, even for those who generally prefer combat. Afterall, the most exciting thing about combat is bringing to bear whatever advantages as a character as you can, going for it, and watching as the die rollls, right? Treat the take ten with the same ominous tone as a critical hit (when it is appropriate) and I think the players will wind up praising you for making the game that much more exciting. :) [/QUOTE]
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