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Zhayne wrote:This is what take 10 and take 20 are for.
In my experience, a lot of DMs even run this wrong. You can't take 20 if failure has a consequence (i.e. Disable Device, where you may break the lock or set off the trap). I've seen some DMs even allow taking a 10 on Crafting, which RAW is also not allowed due to the potential to waste the materials.
As a totalitarian DM, I do not allow players to take a 10 when there is a consequence for failure that I deem significant, such as in Crafting. For example failure on a Disable Device may spring the trap. Failure on crafting may waste the supplies. Failure on perception might just trigger a time-lapse trap. Seems some players are used to DMs that don't know any better in Society that let them take 20 on everything, usually as a factor of laziness.
Bit of irony in the bolded part...
You're correct that you can't T20 if there's a consequence for failure.
You're incorrect that this includes breaking the lock you were trying to pick—the core rulebook even lists picking a lock with Disable Device as being a common use of T20.
You're correct that failure would spring the trap, however, precluding T20 for that use of Disable Device.
You're incorrect that the consequences of failure in crafting would prevent T10, because T10 is not T20; T10 is to be used because you want to avoid the consequences of failure. Failure's consequences do not preclude the use of T10.
Also, nice of you to accuse people of laziness for running a mechanic differently when you've got it so jumbled yourself.