Question said:Anyone got a list? Or should i just assume that unless it specifically says you CAN take 10 or 20, that you cant?
d20SRD said:Checks Without Rolls
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions and eliminate the luck factor.
Taking 10
When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure —you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.
Taking 20
When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take.
Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common “take 20” skills include Escape Artist, Open Lock, and Search.
Correct. And taking 10 is encouraged to make the game go faster. If you have high ranks in a skill and will succeed on a 5, DON'T roll the dice.MatthewJHanson said:You can take a 10 on any skill (even if there is a penalty for failure) unless it says otherwise (Use Magic Device).
MatthewJHanson said:You can take a 10 on any skill (even if there is a penalty for failure) unless it says otherwise (Use Magic Device).
Other way around, actually. You should assume that you can unless it specifically says you can't.Question said:Anyone got a list? Or should i just assume that unless it specifically says you CAN take 10 or 20, that you cant?
Transit said:For instance, I disagree with Sean's list where he says you can take 20 with hide. The first time a PC fails a hide check, the person he is hiding from has SEEN HIM. So there's no way for a PC to say "I keep attempting to hide over and over again until I'm no longer seen." (Also the Modern D20 rules have specifically stated you can't take 20 with hide. Since Modern is part of the D20 "system" I assume that ruling should go for all other D20 versions as well).

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