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<blockquote data-quote="Raven Crowking" data-source="post: 5092078" data-attributes="member: 18280"><p>It occurs to me that WotC didn't invent the yes/no switch that Take 10 and Take 20 all too often are used for. "I walk across the room" has always been a yes/no switch. What WotC did was give a gloss of illusion over the yes/no switch, extending it farther than it had previously existed, and giving it the illusion of being related to chance.</p><p></p><p>The problem, esp. with Take 20, is it becomes a "DM May I?" switch. Does the DM want you to be able to unlock the door? No? Then the DC is outside your Take 20 range. Does he want you to? Then it is within your Take 20 range. All too often, Take 20 is a cop-out, utilized to preplan in-game events down the route the DM envisions. The less actual chance is involved in the game, the more the DM can plan ahead, the more heavily plotted the series of events is likely to be, and consequently fewer meaningful choices will be available to the players.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5092078, member: 18280"] It occurs to me that WotC didn't invent the yes/no switch that Take 10 and Take 20 all too often are used for. "I walk across the room" has always been a yes/no switch. What WotC did was give a gloss of illusion over the yes/no switch, extending it farther than it had previously existed, and giving it the illusion of being related to chance. The problem, esp. with Take 20, is it becomes a "DM May I?" switch. Does the DM want you to be able to unlock the door? No? Then the DC is outside your Take 20 range. Does he want you to? Then it is within your Take 20 range. All too often, Take 20 is a cop-out, utilized to preplan in-game events down the route the DM envisions. The less actual chance is involved in the game, the more the DM can plan ahead, the more heavily plotted the series of events is likely to be, and consequently fewer meaningful choices will be available to the players. RC [/QUOTE]
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