I'm not a new DM, but I'm usually a player. So I could definitely use some help with my DMing. Here's what I'm struggling with the most in my games: deciding when to allow players to Take 20 on a skill check.
As far as I can tell, the official rules on when a player can Take 20 are that it has to happen in a non-combat situation, there has to be no penalty for failing the skill check, and the skill must allow retries (see the bottom of p. 66 of the 3.5 PH for this important tidbit). The idea of Taking 20 is that you are trying over and over again until you do your absolute best, so if retries are impossible or if there is a penalty for failing the attempt, then you can't Take 20.
So it is clear that you can't Take 20 on Appraise or Knowledge or Decipher Script checks because they do not allow retries. That all makes perfect sense to me.
You also can't Take 20 on Balance, Climb, or Jump because there would be penalties for failing. That also makes perfect sense to me.
But what about something like Disable Device? It is clear that there is a penalty for failure (because if you fail by 5 or more you set off the trap). So Taking 20 should be disallowed according to the rules I've just summarized. But there is some strong evidence to the contrary. A) In Neverwinter Nights, Tommy (the halfling rogue) always Takes 20 to disarm traps. B) All the DCs I've ever seen for Disable Device are in the 20s or 30s (even in low level adventures) which seems to indicate to me that the designers are expecting players to be taking 20 on these rolls. C) Disabling a trap is not really like trying over and over again until you get it right. It's more like taking your time and being exceptionally careful so that your first attempt *is* your best attempt. (Here I'm imagining Indianna Jones trying to trade the bag of sand for the gold idol, or an FBI agent trying to disarm a bomb.)
Now one thing working against me here is that the 3.5 rules state specifically (on p. 65) that Taking 20 on a Disable Device check will automatically set off the trap (as if you failed by more than 4). If this is right, this means that trying to disable traps at low levels is virtually impossible and should never be attempted. Does this seem right to you?
Although I can't find where it says so, I assume that you also cannot take 20 on skills where competitive die rolls are required, like Move Silently, Hide, or Sense Motive. (Do these skills fall under the umbrella of cases where there is a penalty for failure?)
But if we put all of this together, there is almost nothing that you *can* Take 20 on. I'll show you with a table.
Skill
So, if my understanding of the rules surrounding Taking 20 is correct, then a player can only Take 20 on Use Rope, Search, Listen, Handle Animal, and Escape Artist checks (and only very rarely on Spellcraft, Spot, and Heal checks). Is this right, or am I missing something?
Your help would be greatly appreciated.
P.S. Sorry I couldn't figure out how to make a better table with vB Code. I'll edit this post if someone tells me how to make the table look better.
As far as I can tell, the official rules on when a player can Take 20 are that it has to happen in a non-combat situation, there has to be no penalty for failing the skill check, and the skill must allow retries (see the bottom of p. 66 of the 3.5 PH for this important tidbit). The idea of Taking 20 is that you are trying over and over again until you do your absolute best, so if retries are impossible or if there is a penalty for failing the attempt, then you can't Take 20.
So it is clear that you can't Take 20 on Appraise or Knowledge or Decipher Script checks because they do not allow retries. That all makes perfect sense to me.
You also can't Take 20 on Balance, Climb, or Jump because there would be penalties for failing. That also makes perfect sense to me.
But what about something like Disable Device? It is clear that there is a penalty for failure (because if you fail by 5 or more you set off the trap). So Taking 20 should be disallowed according to the rules I've just summarized. But there is some strong evidence to the contrary. A) In Neverwinter Nights, Tommy (the halfling rogue) always Takes 20 to disarm traps. B) All the DCs I've ever seen for Disable Device are in the 20s or 30s (even in low level adventures) which seems to indicate to me that the designers are expecting players to be taking 20 on these rolls. C) Disabling a trap is not really like trying over and over again until you get it right. It's more like taking your time and being exceptionally careful so that your first attempt *is* your best attempt. (Here I'm imagining Indianna Jones trying to trade the bag of sand for the gold idol, or an FBI agent trying to disarm a bomb.)
Now one thing working against me here is that the 3.5 rules state specifically (on p. 65) that Taking 20 on a Disable Device check will automatically set off the trap (as if you failed by more than 4). If this is right, this means that trying to disable traps at low levels is virtually impossible and should never be attempted. Does this seem right to you?
Although I can't find where it says so, I assume that you also cannot take 20 on skills where competitive die rolls are required, like Move Silently, Hide, or Sense Motive. (Do these skills fall under the umbrella of cases where there is a penalty for failure?)
But if we put all of this together, there is almost nothing that you *can* Take 20 on. I'll show you with a table.
Skill
Take 20?
-----------------------
Appraise No (because no retries)
Balance No (because penalty for failure)
Bluff No (because no retries/competitive roll)
Climb No (because penalty for failure)
Concentration No (because most rolls are made in combat)
Craft No (because penalty for failure - ruining materials)
Decipher Script No (because no retries)
Diplomacy No (because competitive roll/penalty for failure)
Disable Device No (because penalty for failure)
Disguise No (because competitive roll/penalty for failure)
Escape Artist Yes!
Forgery No (because no retries)
Gather Information Yes (but it might take much longer than 2 minutes)
Handle Animal Yes!
Heal Rarely (when trying to determine how someone died) [Note: You can't take 20 for long-term care because retries aren't allowed unless you have reason to believe the first attempt failed.]
Hide No (because competitive roll/penalty for failure)
Intimidate No (because no retries/competitive roll)
Jump No (because penalty for failure)
Knowledge No (because no retries)
Listen Yes, unless against a competitive MS roll???
Move Silently No (because competitive roll/penalty for failure)
Open Lock Yes!
Perform No (because retries do not negate previous failures)
Profession No (because no retries)
Ride No (because most rolls are made in combat)
Search Yes!
Sense Motive No (because no retries/competitive roll)
Sleight of Hand No (because penalty for failure = minus 10 on subsequent rolls)
Speak Language No (no rolls made)
Spellcraft Rarely (only when studying a long-duration effect outside combat)
Spot Rarely (only when looking for something that you have reason to expect is there outside of combat when it is not a competitive die roll)
Survival No (because repetitive retries are not allowed)
Swim No (because penalty for failure)
Tumble No (because penalty for failure/usually made in combat)
Use Magic Device No (because penalty for rolling a 1/can't take 10)
Use Rope Yes!
So, if my understanding of the rules surrounding Taking 20 is correct, then a player can only Take 20 on Use Rope, Search, Listen, Handle Animal, and Escape Artist checks (and only very rarely on Spellcraft, Spot, and Heal checks). Is this right, or am I missing something?
Your help would be greatly appreciated.
P.S. Sorry I couldn't figure out how to make a better table with vB Code. I'll edit this post if someone tells me how to make the table look better.