Taking 10

Taking 10 takes the standard amount of time. The extra time is specifically in the Take 20 passage because it only affects attempts to Take 20.

That's how I see it anyway.
 

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Dimwhit said:


Well, I agree with you on the Take 20. But that description you just quoted says nothing about Taking 10 requiring a minute. You're just taking an average roll instead of rolling the die yourself. Reading that, I would still say Taking 10 only requires a standard action (or however long the standard check is).

Can we get a third opinion from someone?

I guess it's one of these interpretation things... :)

You are correct, strictly by what's written, Take 10 takes as long as a normal check. We've just intuitively (for us) assumed you need at least 1 minute. So I guess my interpretation is a house rule....

However, like I said, if the hiding party is getting ready to spring from the bushes, the character would only get a roll for a Spot check to avoid being surprised. If the hiding party is simply trying to avoid detection by the character, who is quietly passing by, then yes Take 10.

Andargor
 

Taking 10 takes no longer than a normal roll. When you take 10 you are playing the averages (and penalizing yourself slightly).

Average d20 roll = 10.5
Rather than risk failure in a situtation where there is no stress you can play the average -.5 and take that result.

Taking 20 is different. It is the result of trying again and again until you get it right. That is why it specifies that you must have unlimited materials or have no penalty for failure to take 20. It is the idea that on average, after 20 rolls, you would eventually roll a 20. Thus the x20 time thing.

DC
 

If you insist on having a house rule for Taking 10 (though there's no reason for it), a far more logical one would be to double the time.

One in twenty rolls of a d20 should be a Natural 20 or better, thus it takes twenty times as long.

Very slightly more than one in two rolls of a d20 should be a Natural 10 or better.

-Hyp.
 

Christian said:

The issue the OP is referring to is the 'passive' use of skills. My answer would be 'no', just because the player can't announce that he's taking 10 when he's not even aware there's a roll to be made. Spot and Listen checks are often made to see if a character notices something; the DM can't well (unless he has a huge amount of faith in his players' role-playing capability) have them making those rolls. "There's a ninja hiding in the bushes by the path. Roll to see if you notice him." "Can I take 10?" :D (Yeah, I know-you wouldn't say what he's rolling to Spot. You're still revealing that there's something there to try to Spot by calling for the roll.)

There's nothing that says you can't have take 10 as a default in these situations. In fact, I'd say that makes more sense than having a random roll even when you _know_ the character isn't rushed or threatened. Player choice in taking 10 doesn't have to be an ironclad rule: you could just assume that whenever the in-game situation allows it, a character takes 10 unless stated otherwise.
 

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