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Taking 20 Too Often
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<blockquote data-quote="Pbartender" data-source="post: 3358223" data-attributes="member: 7533"><p>...and that reminds me...</p><p></p><p>Just apply a bit of verisimilitude.</p><p></p><p>If there's no danger and no rush, then by all means, let the players Take 20. That's what it's there for. In all honesty, I wish my players would remember to use it more often.</p><p></p><p>But...</p><p></p><p>There are instances when it is not appropriate. If the players are in a race against the clock, or when there's a chance of enemies wandering in on them, spending half an hour searching a room for a trap that isn't there can mean the difference between the success and failure of the campaign (or at least the adventure). You could also simply rule that the near certain possibility of being discovered in the middle of taking the action constitutes a "threat or distraction", thereby eliminating the possibility of Taking 20.</p><p></p><p>But that also means you need to make certain the players know when they might expect to find a trap... As someone said above, only place traps and locks in spots where it makes sense they would be. Noone in their right mind would place a hidden pit full spikes in the main entrance of the stronghold, or the hallway that leads from the barracks to the kitchen... Even the coffers in the treasury would liekly be trap-free -- do you really want to take the chance to slipping an killing yourself once a month when the payroll is due?</p><p></p><p>Never use a trap, when a good lock or a guard would do the job just as well.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 3358223, member: 7533"] ...and that reminds me... Just apply a bit of verisimilitude. If there's no danger and no rush, then by all means, let the players Take 20. That's what it's there for. In all honesty, I wish my players would remember to use it more often. But... There are instances when it is not appropriate. If the players are in a race against the clock, or when there's a chance of enemies wandering in on them, spending half an hour searching a room for a trap that isn't there can mean the difference between the success and failure of the campaign (or at least the adventure). You could also simply rule that the near certain possibility of being discovered in the middle of taking the action constitutes a "threat or distraction", thereby eliminating the possibility of Taking 20. But that also means you need to make certain the players know when they might expect to find a trap... As someone said above, only place traps and locks in spots where it makes sense they would be. Noone in their right mind would place a hidden pit full spikes in the main entrance of the stronghold, or the hallway that leads from the barracks to the kitchen... Even the coffers in the treasury would liekly be trap-free -- do you really want to take the chance to slipping an killing yourself once a month when the payroll is due? Never use a trap, when a good lock or a guard would do the job just as well. [/QUOTE]
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