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Taking 20 in Use Rope - Bind a Character
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<blockquote data-quote="Vegepygmy" data-source="post: 5685607" data-attributes="member: 40109"><p>No, but my quoting only <em>part</em> of the FAQ's text may have done so. My apologies. Here's the whole answer (with key concepts underlined):</p><p> </p><p><strong><p style="text-align: left"><span style="color: deepskyblue">How can I tell whether or not I can take 20 on a check, </span><span style="color: deepskyblue">and what constitutes “failure” on a check?</span></p><p></strong><p style="text-align: left"> </p> <p style="text-align: left"><span style="color: deepskyblue"><u>Taking 20 is simply a time-saving short-cut</u> that avoids </span><span style="color: deepskyblue">requiring a player to roll and roll until he gets a 20 on a check </span><span style="color: deepskyblue">that everyone knows he’ll simply retry until he either succeeds </span><span style="color: deepskyblue">or is convinced he can’t.</span></p> <p style="text-align: left"></p> <p style="text-align: left"><span style="color: deepskyblue">Ultimately, whether or not you can take 20 relies on only </span><span style="color: deepskyblue">three criteria:</span></p> <p style="text-align: left"></p> <p style="text-align: left"><span style="color: deepskyblue">• The check allows you to try again. Each skill has a “Try </span><span style="color: deepskyblue">Again” entry that lists whether you can attempt the same task </span><span style="color: deepskyblue">again. If you can’t retry the task, you can’t take 20 (since </span><span style="color: deepskyblue">taking 20 involves retrying the task). You can’t retry a </span><span style="color: deepskyblue">Decipher Script check, so taking 20 is out of the question.</span></p> <p style="text-align: left"></p> <p style="text-align: left"><span style="color: deepskyblue">• Failure does not carry an inherent penalty (that is, a </span><span style="color: deepskyblue">consequence). If something bad happens when you fail a check, </span><span style="color: deepskyblue">you can’t take 20, since the DM needs to know exactly when or </span><span style="color: deepskyblue">how often failure occurs. When you’re halfway up a wall and </span><span style="color: deepskyblue">fail a Climb check, you might fall and take damage. That’s an </span><span style="color: deepskyblue">inherent consequence, so you can’t normally take 20 on Climb </span><span style="color: deepskyblue">checks.</span></p> <p style="text-align: left"></p> <p style="text-align: left"><span style="color: deepskyblue">• You have available time equal to making the check 20 </span><span style="color: deepskyblue">times. If you have only 1 minute until the walls of the room </span><span style="color: deepskyblue">slide together and crush you, you obviously can’t take 20 on a </span><span style="color: deepskyblue">Search check to find the hidden off switch (since that takes 20 </span><span style="color: deepskyblue">rounds).</span></p> <p style="text-align: left"></p> <p style="text-align: left"><span style="color: deepskyblue"><u>There’s no perfect list of which checks do or don’t allow </u></span><span style="color: deepskyblue"><u>taking 20</u>. For example, you can retry Spot checks, and it </span><span style="color: deepskyblue">doesn’t seem like a failed Spot check carries any inherent </span><span style="color: deepskyblue">consequence. Does that mean you can take 20 on Spot checks </span><span style="color: deepskyblue">when keeping watch for monsters sneaking up on your </span><span style="color: deepskyblue">campsite?</span></p> <p style="text-align: left"></p> <p style="text-align: left"><span style="color: deepskyblue"><u>Well, yes and no</u>. If you stare at the same sight for 2 </span><span style="color: deepskyblue">minutes, you can absolutely take 20 on a Spot check to get a </span><span style="color: deepskyblue">really good look at it. But if an assassin is sneaking through the </span><span style="color: deepskyblue">shadows toward you, he’s probably not there for that whole 2 </span><span style="color: deepskyblue">minutes. Thus, you couldn’t take 20, since you don’t actually </span><span style="color: deepskyblue">have available time equal to making the check 20 times against </span><span style="color: deepskyblue">that enemy. You’d have to roll your Spot check normally </span><span style="color: deepskyblue">(opposed by the assassin’s Hide check) to notice the enemy.</span></p> <p style="text-align: left"></p> <p style="text-align: left"><span style="color: deepskyblue">Similarly, <u>if a check’s success or failure depends on </u></span><span style="color: deepskyblue"><u>another character’s opposed roll, both sides have to roll when </u></span><span style="color: deepskyblue"><u>that opposition occurs</u>—you can’t take 20 and “save up” the </span><span style="color: deepskyblue">maximum result. If you hide in the bushes to attack a group of </span><span style="color: deepskyblue">orcs that will walk by later, you can’t take 20 on the Hide </span><span style="color: deepskyblue">check, since the success or failure of your Hide check isn’t </span><span style="color: deepskyblue">resolved until the orcs make their Spot checks. You can’t take </span><span style="color: deepskyblue">20 on a Use Rope check to tie someone up, since you don’t </span><span style="color: deepskyblue">really know how successful you’ve been until that enemy tries </span><span style="color: deepskyblue">to struggle free.</span></p> <p style="text-align: left"></p> <p style="text-align: left"><u><span style="color: deepskyblue">If you’re having trouble with the concept, try ignoring it </span><span style="color: deepskyblue">and instead allow characters to retry failed skill checks until </span></u><span style="color: deepskyblue"><u>they roll 20</u>. <u>You’ll soon recognize what checks are appropriate </u></span><span style="color: deepskyblue"><u>for taking 20—they’re the ones during which everyone sits </u></span><span style="color: deepskyblue"><u>around bored while one player rolls and rolls and rolls</u>. </span><span style="color: deepskyblue">Imagine a game without the “take 20” rule:</span></p> <p style="text-align: left"></p> <p style="text-align: left"><span style="color: deepskyblue">• After defeating hordes of monsters, the PCs stand before a </span><span style="color: deepskyblue">strong wooden door blocking entry to the treasure room. The </span><span style="color: deepskyblue">break DC is 23, which the 20-Strength Regdar shouldn’t have </span><span style="color: deepskyblue">too much trouble getting eventually. The DM knows that </span><span style="color: deepskyblue">there’s nothing left in the dungeon to harm the characters, so </span><span style="color: deepskyblue">time (and noise) isn’t an issue. However, everyone has to sit </span><span style="color: deepskyblue">around and wait until Regdar’s player rolls an 18 or better on </span><span style="color: deepskyblue">the d20.</span></p> <p style="text-align: left"></p> <p style="text-align: left"><span style="color: deepskyblue">• Once inside, the PCs discover a locked chest. Wary of a </span><span style="color: deepskyblue">trap, Lidda’s player rolls a 16 on her Search check. She finds </span><span style="color: deepskyblue">nothing, but that doesn’t allay her suspicion, so she wants to </span><span style="color: deepskyblue">keep rolling her Search check until she gets a 20. (She might as </span><span style="color: deepskyblue">well, since the party has plenty of time and nothing bad </span><span style="color: deepskyblue">happens to her if she fails the Search check.) If she’s lucky, this </span><span style="color: deepskyblue">takes only a few rolls, but we’ve all played with players who </span><span style="color: deepskyblue">couldn’t roll a 20 with a hundred tries.</span></p> <p style="text-align: left"></p> <p style="text-align: left"><span style="color: deepskyblue">• After finally determining that the chest seems safe, Lidda </span><span style="color: deepskyblue">now turns to the lock. Her first Open Lock check garners a d20 </span><span style="color: deepskyblue">roll of 11, which fails to open the lock even with her prodigious </span><span style="color: deepskyblue">+14 modifier. Again, the party has plenty of time, so she tries </span><span style="color: deepskyblue">again but rolls a 6. The DM knows the DC 30 lock is well </span><span style="color: deepskyblue">within Lidda’s ability to unlock, but has to wait until she rolls a </span><span style="color: deepskyblue">16 or better on the d20. Meanwhile, the rest of the players are </span><span style="color: deepskyblue">wandering off to check what’s on TV.</span></p> <p style="text-align: left"></p> <p style="text-align: left"><span style="color: deepskyblue">In the Sage’s experience, over 90% of all “take 20” checks </span><span style="color: deepskyblue">are made for one of the following four reasons. Even if you </span><span style="color: deepskyblue">only limit yourself to these few examples, you’ll save valuable </span><span style="color: deepskyblue">game time:</span></p> <p style="text-align: left"><span style="color: deepskyblue">Strength checks to open doors</span></p> <p style="text-align: left"><span style="color: deepskyblue">Listen checks at closed doors</span></p> <p style="text-align: left"><span style="color: deepskyblue">Open Lock checks</span></p><p><span style="color: deepskyblue">Search checks</span></p><p> </p><p>So as you can see, there is no problem taking 20 on an Escape Artist check to escape bindings. Although both sides have to roll their opposed checks when the opposition occurs, the binder is (presumably) not around to make a new Use Rope check after his first roll; thus, he is stuck with that result, while the bindee is free to try again. Effectively, the binder has set the DC of the Escape Artist check the bindee needs to make in order to escape.</p></blockquote><p></p>
[QUOTE="Vegepygmy, post: 5685607, member: 40109"] No, but my quoting only [I]part[/I] of the FAQ's text may have done so. My apologies. Here's the whole answer (with key concepts underlined): [B][LEFT][COLOR=deepskyblue]How can I tell whether or not I can take 20 on a check, [/COLOR][COLOR=deepskyblue]and what constitutes “failure” on a check?[/COLOR][/LEFT] [/B][LEFT][COLOR=deepskyblue][/COLOR] [COLOR=deepskyblue][U]Taking 20 is simply a time-saving short-cut[/U] that avoids [/COLOR][COLOR=deepskyblue]requiring a player to roll and roll until he gets a 20 on a check [/COLOR][COLOR=deepskyblue]that everyone knows he’ll simply retry until he either succeeds [/COLOR][COLOR=deepskyblue]or is convinced he can’t.[/COLOR] [COLOR=deepskyblue][/COLOR] [COLOR=deepskyblue]Ultimately, whether or not you can take 20 relies on only [/COLOR][COLOR=deepskyblue]three criteria:[/COLOR] [COLOR=deepskyblue][/COLOR] [COLOR=deepskyblue]• The check allows you to try again. Each skill has a “Try [/COLOR][COLOR=deepskyblue]Again” entry that lists whether you can attempt the same task [/COLOR][COLOR=deepskyblue]again. If you can’t retry the task, you can’t take 20 (since [/COLOR][COLOR=deepskyblue]taking 20 involves retrying the task). You can’t retry a [/COLOR][COLOR=deepskyblue]Decipher Script check, so taking 20 is out of the question.[/COLOR] [COLOR=deepskyblue][/COLOR] [COLOR=deepskyblue]• Failure does not carry an inherent penalty (that is, a [/COLOR][COLOR=deepskyblue]consequence). If something bad happens when you fail a check, [/COLOR][COLOR=deepskyblue]you can’t take 20, since the DM needs to know exactly when or [/COLOR][COLOR=deepskyblue]how often failure occurs. When you’re halfway up a wall and [/COLOR][COLOR=deepskyblue]fail a Climb check, you might fall and take damage. That’s an [/COLOR][COLOR=deepskyblue]inherent consequence, so you can’t normally take 20 on Climb [/COLOR][COLOR=deepskyblue]checks.[/COLOR] [COLOR=deepskyblue][/COLOR] [COLOR=deepskyblue]• You have available time equal to making the check 20 [/COLOR][COLOR=deepskyblue]times. If you have only 1 minute until the walls of the room [/COLOR][COLOR=deepskyblue]slide together and crush you, you obviously can’t take 20 on a [/COLOR][COLOR=deepskyblue]Search check to find the hidden off switch (since that takes 20 [/COLOR][COLOR=deepskyblue]rounds).[/COLOR] [COLOR=#00bfff][/COLOR] [COLOR=deepskyblue][U]There’s no perfect list of which checks do or don’t allow [/U][/COLOR][COLOR=deepskyblue][U]taking 20[/U]. For example, you can retry Spot checks, and it [/COLOR][COLOR=deepskyblue]doesn’t seem like a failed Spot check carries any inherent [/COLOR][COLOR=deepskyblue]consequence. Does that mean you can take 20 on Spot checks [/COLOR][COLOR=deepskyblue]when keeping watch for monsters sneaking up on your [/COLOR][COLOR=deepskyblue]campsite?[/COLOR] [COLOR=deepskyblue][/COLOR] [COLOR=deepskyblue][U]Well, yes and no[/U]. If you stare at the same sight for 2 [/COLOR][COLOR=deepskyblue]minutes, you can absolutely take 20 on a Spot check to get a [/COLOR][COLOR=deepskyblue]really good look at it. But if an assassin is sneaking through the [/COLOR][COLOR=deepskyblue]shadows toward you, he’s probably not there for that whole 2 [/COLOR][COLOR=deepskyblue]minutes. Thus, you couldn’t take 20, since you don’t actually [/COLOR][COLOR=deepskyblue]have available time equal to making the check 20 times against [/COLOR][COLOR=deepskyblue]that enemy. You’d have to roll your Spot check normally [/COLOR][COLOR=deepskyblue](opposed by the assassin’s Hide check) to notice the enemy.[/COLOR] [COLOR=deepskyblue][/COLOR] [COLOR=deepskyblue]Similarly, [U]if a check’s success or failure depends on [/U][/COLOR][COLOR=deepskyblue][U]another character’s opposed roll, both sides have to roll when [/U][/COLOR][COLOR=deepskyblue][U]that opposition occurs[/U]—you can’t take 20 and “save up” the [/COLOR][COLOR=deepskyblue]maximum result. If you hide in the bushes to attack a group of [/COLOR][COLOR=deepskyblue]orcs that will walk by later, you can’t take 20 on the Hide [/COLOR][COLOR=deepskyblue]check, since the success or failure of your Hide check isn’t [/COLOR][COLOR=deepskyblue]resolved until the orcs make their Spot checks. You can’t take [/COLOR][COLOR=deepskyblue]20 on a Use Rope check to tie someone up, since you don’t [/COLOR][COLOR=deepskyblue]really know how successful you’ve been until that enemy tries [/COLOR][COLOR=deepskyblue]to struggle free.[/COLOR] [COLOR=deepskyblue][/COLOR] [U][COLOR=deepskyblue]If you’re having trouble with the concept, try ignoring it [/COLOR][COLOR=deepskyblue]and instead allow characters to retry failed skill checks until [/COLOR][/U][COLOR=deepskyblue][U]they roll 20[/U]. [U]You’ll soon recognize what checks are appropriate [/U][/COLOR][COLOR=deepskyblue][U]for taking 20—they’re the ones during which everyone sits [/U][/COLOR][COLOR=deepskyblue][U]around bored while one player rolls and rolls and rolls[/U]. [/COLOR][COLOR=deepskyblue]Imagine a game without the “take 20” rule:[/COLOR] [COLOR=deepskyblue][/COLOR] [COLOR=deepskyblue]• After defeating hordes of monsters, the PCs stand before a [/COLOR][COLOR=deepskyblue]strong wooden door blocking entry to the treasure room. The [/COLOR][COLOR=deepskyblue]break DC is 23, which the 20-Strength Regdar shouldn’t have [/COLOR][COLOR=deepskyblue]too much trouble getting eventually. The DM knows that [/COLOR][COLOR=deepskyblue]there’s nothing left in the dungeon to harm the characters, so [/COLOR][COLOR=deepskyblue]time (and noise) isn’t an issue. However, everyone has to sit [/COLOR][COLOR=deepskyblue]around and wait until Regdar’s player rolls an 18 or better on [/COLOR][COLOR=deepskyblue]the d20.[/COLOR] [COLOR=deepskyblue][/COLOR] [COLOR=deepskyblue]• Once inside, the PCs discover a locked chest. Wary of a [/COLOR][COLOR=deepskyblue]trap, Lidda’s player rolls a 16 on her Search check. She finds [/COLOR][COLOR=deepskyblue]nothing, but that doesn’t allay her suspicion, so she wants to [/COLOR][COLOR=deepskyblue]keep rolling her Search check until she gets a 20. (She might as [/COLOR][COLOR=deepskyblue]well, since the party has plenty of time and nothing bad [/COLOR][COLOR=deepskyblue]happens to her if she fails the Search check.) If she’s lucky, this [/COLOR][COLOR=deepskyblue]takes only a few rolls, but we’ve all played with players who [/COLOR][COLOR=deepskyblue]couldn’t roll a 20 with a hundred tries.[/COLOR] [COLOR=deepskyblue][/COLOR] [COLOR=deepskyblue]• After finally determining that the chest seems safe, Lidda [/COLOR][COLOR=deepskyblue]now turns to the lock. Her first Open Lock check garners a d20 [/COLOR][COLOR=deepskyblue]roll of 11, which fails to open the lock even with her prodigious [/COLOR][COLOR=deepskyblue]+14 modifier. Again, the party has plenty of time, so she tries [/COLOR][COLOR=deepskyblue]again but rolls a 6. The DM knows the DC 30 lock is well [/COLOR][COLOR=deepskyblue]within Lidda’s ability to unlock, but has to wait until she rolls a [/COLOR][COLOR=deepskyblue]16 or better on the d20. Meanwhile, the rest of the players are [/COLOR][COLOR=deepskyblue]wandering off to check what’s on TV.[/COLOR] [COLOR=deepskyblue][/COLOR] [COLOR=deepskyblue]In the Sage’s experience, over 90% of all “take 20” checks [/COLOR][COLOR=deepskyblue]are made for one of the following four reasons. Even if you [/COLOR][COLOR=deepskyblue]only limit yourself to these few examples, you’ll save valuable [/COLOR][COLOR=deepskyblue]game time:[/COLOR] [COLOR=deepskyblue]Strength checks to open doors[/COLOR] [COLOR=deepskyblue]Listen checks at closed doors[/COLOR] [COLOR=deepskyblue]Open Lock checks[/COLOR][/LEFT] [COLOR=deepskyblue]Search checks[/COLOR] So as you can see, there is no problem taking 20 on an Escape Artist check to escape bindings. Although both sides have to roll their opposed checks when the opposition occurs, the binder is (presumably) not around to make a new Use Rope check after his first roll; thus, he is stuck with that result, while the bindee is free to try again. Effectively, the binder has set the DC of the Escape Artist check the bindee needs to make in order to escape. [/QUOTE]
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Taking 20 in Use Rope - Bind a Character
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