evilbob
Adventurer
I've seen "taking 20" explained about a dozen times and I feel really comfortable with that mechanic. However, the above quote is the only thing I can find about taking 10, and it doesn't really explain it well enough. Can you literally take 10 on any check as long as you are not threatened/distracted? This makes no sense to me on certain checks, like when you only get 1 shot no matter what and being threatened/distracted makes no difference. My best example is Knowledge checks. It makes no sense that you could take 10 on something that is a measure of your knowledge, especially when being threatened makes no difference on the roll: you get one roll, and that's it. You either know or you don't. Spellcraft checks to determine properties of stuff also seem to fit into this category. Can you take 10 on these rolls?Taking 10
When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure —you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.
What about hiding? If you're hiding and getting ready for an ambush and have all the time you need, can you take 10? What about jumping? What about profession checks to earn money - you're never really distracted or threatened then, can you just take 10? Handle animal? Survival checks to find food?
Please help clarify!