KrazyHades said:My players take 20 on checks all the time, especially on Search and Listen checks.
Should I simply make it much more dangerous to take the time necessary for a "take 20"?
KrazyHades said:This becomes especially annoying when it comes to placing traps
Thad Enouf said:I also have problems with the take 20 concept. I believe it crosses the line into metagaming, especially if the players are rolling in plain sight. "Oh, I rolled a 5 so I'll take 20 so I know I'll find something if it's there." You should either find/hear/spot something or you shouldn't. They should have just called it a mulligan or a "gimmie" because that's what I feel it is.
tzor said:Consider the following: You search the chest for traps. You do not find traps. Were you successful? Well, it was just as possible that you did indeed roll a 20 and there simply were no traps that you could detect at that level, or it could be possible that you just rolled another 1.
There is another problem with the taking 20 philosophy. It assumes that previous failures will have no impact on future attempts. Generally speaking that is false, although most of the times it is false in good way as in "well that didn't work so I'll do it differently this time." Searching, on the other hand, especially searching something you just searched is clearly not something where the fact that previously searching can be ignored or used to an avantage. If you missed something in the first search you will probably miss it again in a second search.
Pbartender said:snip
You don't find the keys.
snip
You still don't find the keys.
snip
It took you almost all morning long and you're very late for work, but you finally found those keys. That's the sort of thing that Taking 20 on a Search check represents.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.