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Taking 20 in Use Rope - Bind a Character
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<blockquote data-quote="Jimlock" data-source="post: 5685148" data-attributes="member: 6674931"><p>Perhaps you care to explain why?</p><p></p><p>For your convenience:</p><p></p><p><span style="color: Olive">TAKING 20</span></p><p><span style="color: Olive">When you have plenty of time—2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action—you’re faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, you should roll a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the check, just calculate your result as if you had rolled a 20.</span></p><p><span style="color: Olive">Taking 20 means you’re trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take.</span></p><p><span style="color: Olive">You can’t take 20 on any check that has consequences for failure. Since taking 20 assumes that you fail many times before succeeding, you would incur the consequences before completing the task if you did take 20. Common “take 20” skills include Escape Artist, Open Lock, and Search.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">OPPOSED CHECKS</span></p><p><span style="color: Olive">An opposed check is a check whose success or failure is determined by comparing one check result to another check result. In an opposed check, the higher result succeeds, while the lower result fails. In case of a tie, the higher modifier wins. If the modifiers are the same, roll again to break the tie.</span></p></blockquote><p></p>
[QUOTE="Jimlock, post: 5685148, member: 6674931"] Perhaps you care to explain why? For your convenience: [COLOR="Olive"]TAKING 20 When you have plenty of time—2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action—you’re faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, you should roll a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the check, just calculate your result as if you had rolled a 20. Taking 20 means you’re trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take. You can’t take 20 on any check that has consequences for failure. Since taking 20 assumes that you fail many times before succeeding, you would incur the consequences before completing the task if you did take 20. Common “take 20” skills include Escape Artist, Open Lock, and Search. OPPOSED CHECKS An opposed check is a check whose success or failure is determined by comparing one check result to another check result. In an opposed check, the higher result succeeds, while the lower result fails. In case of a tie, the higher modifier wins. If the modifiers are the same, roll again to break the tie.[/COLOR] [/QUOTE]
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Taking 20 in Use Rope - Bind a Character
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