"Taking 10" on a craft skill?

Tetujin

First Post
Can you? A labratory or forge seems to be a place you can take your time and act with precision, and there is no specific rule against it.
 

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Craft and profession skills pretty much assume taking 10, if not taking 20. There's no real reason why you wouldn't want to take 10 if you were mass producing items, or attempting to create some sort of business.
 

No you can't. You can only take ten when there is no price to pay for failure. Jumping a chasm - no take ten for failure would mean that you fall into the chasm. Picking a lock - take ten because nothing happens on a failure.

When it comes to craft failure means that you waste half of your raw materials. That's the price of failure in this case. That means that there can be no take tens.

And that basically sucks.
 

Frostmarrow said:
No you can't. You can only take ten when there is no price to pay for failure. Jumping a chasm - no take ten for failure would mean that you fall into the chasm. Picking a lock - take ten because nothing happens on a failure.

When it comes to craft failure means that you waste half of your raw materials. That's the price of failure in this case. That means that there can be no take tens.

And that basically sucks.
That's take 20, not 10.
 

To elaborate on what Hong said:

Taking 10 means that you are paying attention to what you are doing and performing a task carefully. Your skill check result is equal to 10 + skill modifier. It doesn't take any more time than a normal attempt, and you can take 10 even if there is a penalty for failure. However, you cannot take 10 when you are distracted, for example, if you are being attacked.

Taking 20 means that you keep trying to do a task until you get it right. Your skill check result is equal to 20 + skill modifier. It takes 20 times as long as a normal attempt because you are assumed to try and try again until you roll a "20". For the same reason, you cannot take 20 if there is a penalty for failure. Failure to complete the task, e.g. opening a lock, is not in itself a penalty for failure (it is just a failure), but other consequences are, e.g. falling off a ledge on a failed Balance check.

You can take 10 on a Craft check, but you cannot take 20 as there is a penalty for failure (you ruin your materials if your check fails by 5 or more).
 

Tetujin said:
Can you? A labratory or forge seems to be a place you can take your time and act with precision, and there is no specific rule against it.

You can either roll, take 10 or take 20 with a Craft check to create an item.

If it is enough to beat the DC, Take 10 is the best choice and what probably all crafters do normally.

Take 20 is a good choice if you can't beat the DC with Take 10, because it guarantees you success in crafting a more difficult item, although the price to pay is a long time to complete.

To roll is a good choice if you want to speed up the crafting time, especially if the item's DC is not too high to have a big risk of failure.
 


Li Shenron said:
You can either roll, take 10 or take 20 with a Craft check to create an item.

If it is enough to beat the DC, Take 10 is the best choice and what probably all crafters do normally.

Take 20 is a good choice if you can't beat the DC with Take 10, because it guarantees you success in crafting a more difficult item, although the price to pay is a long time to complete.

To roll is a good choice if you want to speed up the crafting time, especially if the item's DC is not too high to have a big risk of failure.

Roll - yes. Take 10 - yes. Take 20 - usually no, because there is a penalty for failure (ruining your raw materials).

If your Craft modifier is high enough so that you run no risk of losing your raw materials, I suppose you could take 20. However, it would almost never be worth it.

Say you have a Craft modifier of +15 and the Craft DC is 20. If you take 20, you spend 20 days (say) and do (20 + 15) x 20 = 700 cp = 7 gp of work. If you take 10, you could do 2 x (10 + 15) x 20 = 1000 cp = 10 gp of work in just two days.
 

FireLance said:
Roll - yes. Take 10 - yes. Take 20 - usually no, because there is a penalty for failure (ruining your raw materials).

If your Craft modifier is high enough so that you run no risk of losing your raw materials, I suppose you could take 20. However, it would almost never be worth it.

Say you have a Craft modifier of +15 and the Craft DC is 20. If you take 20, you spend 20 days (say) and do (20 + 15) x 20 = 700 cp = 7 gp of work. If you take 10, you could do 2 x (10 + 15) x 20 = 1000 cp = 10 gp of work in just two days.

Yes that's true. I was in fact thinking of when your modifier is high enough NOT to fail by 5 or more ever, but your calculation shows that it wouldn't help anyway.
 

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