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Gau leeoch

Thraxus's page

Pathfinder Adventure Path Charter Subscriber. 1,217 posts. No reviews. No lists. No wishlists. 2 aliases.



They've definitely jettisoned a lot of the unique 4e mechanics, so I guess it feels 3.5 by default. The playtest rules are scaled down to just the core, though, and actually comes across feeling more like 2nd Ed. or even Basic D&D in the way it's presented in broad strokes.

Frankly, as much as I've come to love 4e, I really have to say I'm pleased with how much it just feels like Dungeons & Dragons, edition number be damned.

Andoran (Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber)

Grick wrote:
Jiggy wrote:
It's likely the developers feel that most questions about Take 10 are sufficiently answered by the core rules themselves and therefore don't merit further attention.

I think it's less that they feel the rules are clear in every circumstance, and more that they like leaving some things somewhat vague so that each DM can tailor it to his game.

For nosig:

Time required to take 10:
Sean K Reynolds (Developer): "Taking 10 requires only as much time as making one check."

Is the action I'm performing a distraction?
Sean K Reynolds (Developer): "Let your players Take 10 unless they're in combat or they're distracted by something other than the task at hand. It's just there to make the game proceed faster so you don't have big damn heroes failing to accomplish inconsequential things."

I'm also going to link to this thread every time I ever see another take-10 thread pop up in here. Happens ALL THE TIME.
Can I Take-10 on opposed rolls, like Stealth?
Sean K Reynolds (Developer): "It's really no different than being a lazy player with a +9 Stealth rogue who thinks he can take 10 on a Stealth check past a guard because he thinks the guard is just some +2 Spot loser... except he doesn't know the guard is actually an important NPC with a +10 Spot. You take 10 when you believe an average roll will succeed; if it turns out that belief is wrong, you'll suffer the consequences."

Thank you SO much for posting that and saving me from having to argue back and forth with BNW about what constitutes an immediate threat. The last take 10 thread was ridiculous.

Seriously, I'm going to print this out and take it to every PFS game I play in. In fact, just last week I was playing and decided to take 10 on something and had to explain "No, that's the rule for take 20. Take 10 doesn't work that way."


I like teleportation storms. They remind me of Ultima VII: The Serpent Isle, one of my favorite computer games. ^_^



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