Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Talking the Talk
Whirtlestaff's Wizards' Acad. Revisited, OOC02
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Scotley" data-source="post: 4740381" data-attributes="member: 11520"><p>I think there are a couple of good reasons for taking 10 and taking 20. They are different. You take 10 to represent the easy things that any reasonably skilled person should be able to do. If you are a true master of the skill +20 or better then when taking 10 you can do even really hard stuff (DC30 or better) with ease. Makes sense. If you have little or no skill say less than 5, then even moderately difficult stuff DC15 or better is out of reach. Makes sense too. </p><p></p><p>Taking 20 is a little different. If you have plenty of time to kill then eventually you should be able to accomplish even fairly hard things if you have some skill. Again that makes sense. If there is a decent chance you could get hurt doing it then it no longer makes sense that you should be able to keep at it until you succeed. Presumably that's where you get hurt before you succeed. Thus the limit on 'when failure carries a penalty'. At least that's the way I understand it. </p><p></p><p>The idea has grown with 4e into skill challenges--now taking 10 or 20 isn't enough. It actually makes skills more important which you may like. Now it takes multiple successes often with more than one person and skill to succeed on something important. If you screw up too many times then there is no chance of success. Taking ten grew into passive perception checks and knowledge checks. Instead of a roll the assumption is that anyone with a certain level of skill is automatically going to succeed. Which isn't a bad assumption, but it also has an important advantage of speeding things up from a purely mechanical stand point.</p></blockquote><p></p>
[QUOTE="Scotley, post: 4740381, member: 11520"] I think there are a couple of good reasons for taking 10 and taking 20. They are different. You take 10 to represent the easy things that any reasonably skilled person should be able to do. If you are a true master of the skill +20 or better then when taking 10 you can do even really hard stuff (DC30 or better) with ease. Makes sense. If you have little or no skill say less than 5, then even moderately difficult stuff DC15 or better is out of reach. Makes sense too. Taking 20 is a little different. If you have plenty of time to kill then eventually you should be able to accomplish even fairly hard things if you have some skill. Again that makes sense. If there is a decent chance you could get hurt doing it then it no longer makes sense that you should be able to keep at it until you succeed. Presumably that's where you get hurt before you succeed. Thus the limit on 'when failure carries a penalty'. At least that's the way I understand it. The idea has grown with 4e into skill challenges--now taking 10 or 20 isn't enough. It actually makes skills more important which you may like. Now it takes multiple successes often with more than one person and skill to succeed on something important. If you screw up too many times then there is no chance of success. Taking ten grew into passive perception checks and knowledge checks. Instead of a roll the assumption is that anyone with a certain level of skill is automatically going to succeed. Which isn't a bad assumption, but it also has an important advantage of speeding things up from a purely mechanical stand point. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
Whirtlestaff's Wizards' Acad. Revisited, OOC02
Top