Takeing 10 on D.D.

OH gord I hate to ask this But one of my player will fight me for it.
Can you take a ten on disable divice? He thinks so and guess what I do not. becuse if you were to fail the roll by 5 it sets the trap off. now then the better Q is: Is a trap still a threat if you know where it is ? I think so. Does any one else?

Now to get back to the Black lodge!
 
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He can take ten, I believe - regardless of failure carrying a penalty. But if he's rushed, threatened, etc.... he can't. If there's a combat happening nearby, I'd say no. But if the rogue's sitting in an empty room, with a minute to spare - by all means. has to be a minute, though (10 rounds).

The rule you're thinking of (no taking 10 when consequences apply for failure) only apply to taking 20. Sorry. I myself am sorta dissapointed, but that's the letter of the law. Weird. Oh well.
 

IIRC, it says in the PhB that taking 10 is like rolling a 1 on the first round, rolling a 2 on the second round, etc...

If he says he takes 10, inform him of the roll progression, and if he still wants to do it... he'll probably change his mind after the first round's 1 activates the trap on him (assuming the 1 fails enough to set it off).
 

Your player is right. You can take 10 on anything, provided you're not being threatened or distracted. Personally, I don't have a problem with it, since taking 10 on Disable Device is just asking for a quick death... The DC's for many traps are such that it's just not going to be enough.
 

From the PHB, page 61
Taking 10: When you are not in a rush and not being threatened or distracted, you may choose to take 10.
That's the relevant rule. Thus, you are correct that the question that needs to be decided is "Is a trap that you know is there and are trying to disable 'threatening'?"

Personally, I don't think a trap that is known to be there would be make a character qualify as being "threatened". But I don't think that there is any definite rule for this... the decision of what makes a character "distracted" or "threatened" is ultimately up to the DM.
 

chilibean said:
IIRC, it says in the PhB that taking 10 is like rolling a 1 on the first round, rolling a 2 on the second round, etc...

If he says he takes 10, inform him of the roll progression, and if he still wants to do it... he'll probably change his mind after the first round's 1 activates the trap on him (assuming the 1 fails enough to set it off).

You're describing take 20, and that's not really what it works like anyway... It's LIKE rolling twenty times, but there is no assumption that you get a 1 on your first try, if I recall correctly... You just can't use it on tasks that have a penalty for failure.

As for Take 10, see my previous post.
 

they can take 10. The Arcane trickster cannot take 10 with his ranged legerdermain ability cannot take 10.

If they take 10 and still fail by 5 they would still set off the trap. The rogues in our game are usually told how complicated the traps are, you do not have to tell the DC, but you can say if it looks like a profesional job or if somebody quickly rigged the trap.

Remember these people are professionals they have seen traps before.
 

slow

all right you said threatened does a trap still threaten him? if the trap threatens him then he can't. is not the whole point of a trap to threaten some one? and yes if he takes a ten his check is like 32 so he gets by most traps.
 

chilibean said:
IIRC, it says in the PhB that taking 10 is like rolling a 1 on the first round, rolling a 2 on the second round, etc...

If he says he takes 10, inform him of the roll progression, and if he still wants to do it... he'll probably change his mind after the first round's 1 activates the trap on him (assuming the 1 fails enough to set it off).
This is incorrect. You are thinking of taking 20. Taking 10 can be done whenever you are not distracted or threatened. You take the same time to do the skill check, but instead of rolling 1d20 before adding your skill modifiers you simply calculate it as if you had rolled 10. This represents people being able to consistently do an average job when nothing else is preventing them from concentrating on the task at hand.
Taking 20, which is what you were thinking of, takes 20 times the normal time, and cannot be done when there is a penalty for failure.
See page 61 PHB.
 

graydoom said:

That's the relevant rule. Thus, you are correct that the question that needs to be decided is "Is a trap that you know is there and are trying to disable 'threatening'?"

Personally, I don't think a trap that is known to be there would be make a character qualify as being "threatened". But I don't think that there is any definite rule for this... the decision of what makes a character "distracted" or "threatened" is ultimately up to the DM.

Well, given that the PHB also uses climbing a rocky slope as an example of something you can Take 10 on (also p.61), there is no reason not to be able to use it on Disable Device. There is no real difference between failing your Take 10 check in the middle of a climb and falling to the ground and failing it while disarming a trap and getting blasted/poisoned/crushed.

If you read the whole paragraph, it seems pretty likely that by "distracted or threatened" the designers pretty much mean attacked, or at least influenced by a hostile third part of some kind, since the condition they bring up that causes Krusk to not be able to Take 10 anymore is getting attacked by a goblin in the middle of the climb.
 

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