Taking 10


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Liberty's Edge 5/5 **** Venture-Captain, Missouri—Cape Girardeau

I see a lot on here about the taking ten rule for skills.

Core rules wrote:
Taking 10: When your character is not in immediate danger 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.

* Emphasis mine.

What situations, out side of combat, would you GMs constitute as "distractions or threats"? Are there any skills you would deem are only used in combat, and therefore Taking 10 would not apply? Does the chance of catastrophic failure (i.e. falling while using Acrobatics, etc.) automatically prevent the Take 10 rule? I am curious to how other GMs rule on this, and would also appreciate any designer input as well.

While I know on the surface this seems like a simple rules question, it is something that can cause a degree of variance in GMing, which we strive to keep in check in Organized Play.

And, yes, I expect Nosig will definitely make an appearance on this thread! LOL!

The Exchange 5/5

LOL Bahahahahahahah!

you made my day.

Ok, let me start then.
I do Judge games and...
I would let someone take 10 on almost any roll outside of combat. The only exception is for UMD. I can come up with no other time I would require a roll if someone says "Take 10". I will (as a judge) often remind newbies (or someone I think is a newbie - oh, and my son, how knows the rules better than me, but I often consider a newbie) that they can - if they want - take 10 (point at t-shirt with T-10 rules).

There, that's got that boundary set - now let's see how far afield the other responses are.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Michael VonHasseln wrote:
I see a lot on here about the taking ten rule for skills.

I think there's a lot less variance in practice than in theory. We can all come up with situations where there will be varying opinions on whether you can take 10 or not, but honestly (in PFS, at least) it's almost always obvious whether or not you're in such a situation - in fact, it's almost exclusively "combat or not" in PFS.

In fact, I can only think of one situation from a scenario I've played or run where, outside of combat, I wouldn't have let someone take 10 (if I was running it):

Spoiler:
In The Midnight Mauler, there's a high-tension, special-rules chase scene across the city that involves lots of varied skill checks. I wouldn't allow taking 10 on those (barring a special all-circumstances ability, of course).

The other big line to keep in mind from the take 10 rules is this:

The Take 10 Rules wrote:
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).

If your interpretation of Take 10 doesn't help someone avoid failure - if it couldn't be called a "safety measure" - then you're doing it wrong.

I don't think there are many situations in PFS where - keeping the above line in mind, along with what Michael bolded - it will be that unclear.


Um, you can take 10... when you are not distracted or threatened...

Is this a trick question? You already answered it before you asked.


This will most likely get moved to the Rules forum. But in relation to PFS, I'd say you can't take 10 when the scenario or Guidebook say you can't as well.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Nickademus42 wrote:
I'd say you can't take 10 when the scenario or Guidebook say you can't as well.

Does that happen much? The scenario saying "they can't take 10 on this check"?

Liberty's Edge 5/5 **** Venture-Captain, Missouri—Cape Girardeau

Is a library full of books a "distraction" to a bibliophile Pathfinder trying to make a Knowledge skill while there? Or is making an Acrobatics check laden with the added pressure of being watched by fellow Pathfinders whose survival count on you making it a "distraction"?

These are areas of interpretation... and could be possible in a PFS game, depending on GM variance. Please note, I'm not saying I would do ANY of these... but the CHARACTER in those situations might feel they are "under pressure" in a situation like that, even when the PLAYER would never play it that way.

See, an interpretation! And too much of THAT leads to table variance, I've discovered.

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Michael VonHasseln wrote:
Is a library full of books a "distraction" to a bibliophile Pathfinder trying to make a Knowledge skill while there?

To my knowledge, there are no character options which include an inability to take 10 in situations where characters without that option would be able to.

Quote:
Or is making an Acrobatics check laden with the added pressure of being watched by fellow Pathfinders whose survival count on you making it a "distraction"?

Theoretically, any Acrobatics check - or any check at all - that you make in a scenario could mean the difference between life and death for you or your companions. Mundane, ordinary stage fright is not something the rules care about in a game about Big Damn Heroes.

Here are some thoughts on the matter from Sean K Reynolds:

"Let your players Take 10 unless they're in combat or they're distracted by something other than the task at hand."

Note the "other than the task at hand" bit. Earlier in the linked post he mentions that if someone is climbing a DC 15 wall and has 5 ranks in Climb (and if you check his math, also has +0 STR and it's not a class skill) they should never ever fall due to failing by 5 or more (rolling a 1-4) unless they're trying to do something else like dodge attacks or juggle. The Take 10 mechanic is meant to represent that reliability.

The Exchange 5/5

Nickademus42 wrote:
This will most likely get moved to the Rules forum. But in relation to PFS, I'd say you can't take 10 when the scenario or Guidebook say you can't as well.

the Guidebook says you can't take 10 on Day Job rolls... but that's the only other one that I know of. And I don't know any mod that says you can't (but I haven't run them all... yet.)


In that case I default to my standard "If it's fun, then do it; if not, let it go" rule.

If someone says they think their character shouldn't be able to take 10 due to something in the personality or thinking, then I'll say 'Okay, roll it'. I'm not going to force the issue unless it is clear that they are rushed or threatened, which is almost always due to combat.

The Exchange 5/5

I think this post is not about the rule - but about how it is being enforced (or in this case prohibited.)

the major questions appeared to be...

What situations, out side of combat, would you GMs constitute as "distractions or threats"?

Are there any skills you would deem are only used in combat, and therefore Taking 10 would not apply?

The Exchange 5/5

Nickademus42 wrote:

In that case I default to my standard "If it's fun, then do it; if not, let it go" rule.

If someone says they think their character shouldn't be able to take 10 due to something in the personality or thinking, then I'll say 'Okay, roll it'. I'm not going to force the issue unless it is clear that they are rushed or threatened, which is almost always due to combat.

wow - I have never seen this.

Taking 10 is all about player option. I have never seen (and never expect to see) a player say:
"I would like to take 10 on this, but I think my character wouldn't - he over rules me and I have to roll on this one"
This guy would have serious role play identity issues... IMHO.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Nickademus42 wrote:

In that case I default to my standard "If it's fun, then do it; if not, let it go" rule.

If someone says they think their character shouldn't be able to take 10 due to something in the personality or thinking, then I'll say 'Okay, roll it'.

For that matter, they don't even need a reason - you can always opt to NOT take 10. For instance, my fighter has a +1 perception. I don't take 10 on that with him. Ever.

Quote:
I'm not going to force the issue unless it is clear that they are rushed or threatened, which is almost always due to combat.

This is why I think it's reasonable that this was brought up here instead of in Rules Questions - there are plenty of gray areas that might come up in home games, but it seems like PFS scenarios are pretty black-and-white on this. Either you're in combat, or you're in a situation where take 10 makes sense. Very few exceptions.


nosig wrote:
wow - I have never seen this.

It is very, very rare to find someone that will put additional penalties on their character for the sake of roleplaying. We have two of them in my area (including myself). So it does exist. Michael wanted opinions; given myself and my players, that's my opinion. YMMV.

Liberty's Edge 5/5 **** Venture-Captain, Missouri—Cape Girardeau

nosig wrote:

I think this post is not about the rule - but about how it is being enforced (or in this case prohibited.)

the major questions appeared to be...

What situations, out side of combat, would you GMs constitute as "distractions or threats"?

Are there any skills you would deem are only used in combat, and therefore Taking 10 would not apply?

Exactly so. Thanks for cutting straight to the point.

The Taking 10 rule is, in itself, rather benign... it hurts no one and, in fact, can speed up areas of play that might eat time in a scenario (i.e. Perception to search for traps, etc.), something that can really hurt a 4-hour time slot! Already, we have learned that GM variance can cause issues in an Organized Play setting, based on a GMs particular idea of how that rule works. I figure having an open discussion of this among PFS GMs might keep that from being an issue.

For example, a GM might decide that EVERYTIME a character uses Disable Device, there is a chance of failure because of the danger of being effected by the trap itself. Or that Knowledge skills represent a hard line of "know it or not" and therefore DO NOT get the benefit of Taking 10. Getting these out in the open to discuss or debate helps us find a common ground.

EDIT: Thanks for your input as well, Jiggy.


Michael VonHasseln wrote:
For example, a GM might decide that EVERYTIME a character uses Disable Device, there is a chance of failure because of the danger of being effected by the trap itself... and therefore DO NOT get the benefit of Taking 10.

I think right here is the main reason why so a lot of GMs say you can't take 10. They confuse its conditions with the similar-but-different take 20. (I know I'm guilty of this from time to time as well.) A chance of failure has nothing to do with taking 10, that's taking 20. Even if a player or GM knows the difference, in the grind of the game they can mix them up leading to the 'You can't take #' quote.

The Exchange 5/5

the other quote that goes with T10 - "you know how long that will take?"

(yeah - I hate to admit I reply to this "six seconds" way too much)

Liberty's Edge 5/5 **** Venture-Captain, Missouri—Cape Girardeau

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nosig wrote:

the other quote that goes with T10 - "you know how long that will take?"

(yeah - I hate to admit I reply to this "six seconds" way too much)

Actually, if you take into effect the idea that Taking 10 epitomizes "taking extra precautions to prevent distractions or failure", then "six seconds" is hardly accurate... as a matter of fact, I don't recall ever seeing a passage in the Core that says that a Round is 6 seconds! To me, Taking 10 means more of "taking my time", like Indiana Jones estimating the counter-weight for the trap in Raiders of the Lost Ark... not that it necessarily means an auto-success (as per the example!) Can it succeed? Yes! Does that mean the player automatically should know the DC? No... that isn't info granted by the skill itself.


Core Rulebook, p. 178 wrote:
Each round represents 6 seconds in the game world; there are 10 rounds in a minute of combat.

I always thought taking 10 was just not paying anymore attention to the skill use than normal.

EDIT: Poor wording. Not paying any more attention than would be used to perform the skill multiple times in a row. Nothing special, just going for an average job.

Liberty's Edge 5/5 **** Venture-Captain, Missouri—Cape Girardeau

See! Vague wording makes it open to interpretation!


Bah! I'm taking 10 on my Linguistics. Read whatever you want from that. :P

The Exchange 5/5

Michael VonHasseln wrote:
nosig wrote:

the other quote that goes with T10 - "you know how long that will take?"

(yeah - I hate to admit I reply to this "six seconds" way too much)

Actually, if you take into effect the idea that Taking 10 epitomizes "taking extra precautions to prevent distractions or failure", then "six seconds" is hardly accurate... as a matter of fact, I don't recall ever seeing a passage in the Core that says that a Round is 6 seconds! To me, Taking 10 means more of "taking my time", like Indiana Jones estimating the counter-weight for the trap in Raiders of the Lost Ark... not that it necessarily means an auto-success (as per the example!) Can it succeed? Yes! Does that mean the player automatically should know the DC? No... that isn't info granted by the skill itself.

so it is your belief that taking 10 takes longer than rolling the dice? This is not supported anywhere in the rules that I know of, but that's ok - we can go with it. How much longer does it take in your game? the different responses I have had from Judges are 2 times as long, 3 times as long, and 10 times as long. Most persons who read the T10 rules (I bring a copy to the table printed on my t-shirt) as saying that it takes the same length of time as the skill roll does. (So for example, Crafting Wings of Flying would be 54 weeks). My response that you were commenting on (the example above) is some judges response to my SOP as a Rogue where I T10 on perception checks. which sometimes gets following question from the judge "you know how long that will take?" and I try to refrain from saying - "six seconds each" (meaning "1 round") - which is how long a perception check normally takes... in most games. Does it take longer at your table?


You mean 3 seconds, since using Perception is a move action not a full-round action? :P

The Exchange 5/5

Michael VonHasseln wrote:
nosig wrote:

the other quote that goes with T10 - "you know how long that will take?"

(yeah - I hate to admit I reply to this "six seconds" way too much)

Actually, if you take into effect the idea that Taking 10 epitomizes "taking extra precautions to prevent distractions or failure", then "six seconds" is hardly accurate... as a matter of fact, I don't recall ever seeing a passage in the Core that says that a Round is 6 seconds! To me, Taking 10 means more of "taking my time", like Indiana Jones estimating the counter-weight for the trap in Raiders of the Lost Ark... not that it necessarily means an auto-success (as per the example!) Can it succeed? Yes! Does that mean the player automatically should know the DC? No... that isn't info granted by the skill itself.

I have to ask, where does "taking extra precautions to prevent distractions or failure" come from?

I went back to check the T10 rules to be sure I had not missed it, but I can find no where in the rules where this appears.

The Exchange 5/5

Nickademus42 wrote:
You mean 3 seconds, since using Perception is a move action not a full-round action? :P

LOL! Nick, I don't actually care. Some judges rule that I can only take one perception check a round and only on one 5' square. But this is about take 10 and judge rules....

(getting back on track)- directed at Judges

What situations, out side of combat, would you GMs constitute as "distractions or threats"?

Are there any skills you would deem are only used in combat, and therefore Taking 10 would not apply?


UMD specifically states no taking 10. But that doesn't have to do with combat. I could possibly see Fly as being distracting in the conditions you actually have to make a check, but only if flying isn't natural for you. A human, even with a fly spell, is going to be skittish when a gust of wind buffers him. Still, I don't know if I'd disallow taking 10...

nosig wrote:
where does "taking extra precautions to prevent distractions or failure" come from?

It comes from Michael's interpretation of the concept of taking 10. I don't personally agree with it, but I don't see anything that indicates it couldn't be such so I'm not going to refute it.


nosig wrote:

What situations, out side of combat, would you GMs constitute as "distractions or threats"?

It would have to be something specifically printed in the rule book or in the scenario/module.

For example, in a non-PFS game, you could say that while the rogue is walking a tight rope, a mosquito swarm comes along and buzzes around him, causing a distraction to his normal skill check that would not allow for Take 10. But if the scenario does not specifically say this will happen to a character on a tight rope, then it cannot happen. This is PFS play, and GMs cannot invent things to happen to character that would take away their rights to Take 10.

The Exchange 5/5

Nickademus42 wrote:

UMD specifically states no taking 10. But that doesn't have to do with combat. I could possibly see Fly as being distracting in the conditions you actually have to make a check, but only if flying isn't natural for you. A human, even with a fly spell, is going to be skittish when a gust of wind buffers him. Still, I don't know if I'd disallow taking 10...

nosig wrote:
where does "taking extra precautions to prevent distractions or failure" come from?
It comes from Michael's interpretation of the concept of taking 10. I don't personally agree with it, but I don't see anything that indicates it couldn't be such so I'm not going to refute it.

Well - if we are looking at when you can't T10 by the rules...

You can't T10 (or T20) for Concentration Checks and Caster Level checks.
You can't T10 to aid another.
You can't T10 on UMD.
You can't T10 on Day Job rolls.
You can't T10 if the Judge says "Shut up and roll the d*** dice!"

ah... that's the only ones I know.

Now about the extra time for T10 - are there many other judges who feel that T10 should have rules added for taking longer?

and if I am "taking extra precautions to prevent distractions or failure", does it help? I mean to I get a +2 on the skill check or anything?

The Exchange 5/5

Enevhar Aldarion wrote:
nosig wrote:

What situations, out side of combat, would you GMs constitute as "distractions or threats"?

It would have to be something specifically printed in the rule book or in the scenario/module.

For example, in a non-PFS game, you could say that while the rogue is walking a tight rope, a mosquito swarm comes along and buzzes around him, causing a distraction to his normal skill check that would not allow for Take 10. But if the scenario does not specifically say this will happen to a character on a tight rope, then it cannot happen. This is PFS play, and GMs cannot invent things to happen to character that would take away their rights to Take 10.

I would like to modify the last line your statement (thus making it my statement) to read "and judges SHOULDnot invent things to happen to character that would take away their rights to Take 10."


My vote is for no extra time. But then my vote is for taking 10 being just an 'average' job, not anything extra cautious.


As for the time thing, Take 20 specifically says that it takes 20 times as long to do, but Take 10 says nothing about needing extra time, but that is probably where some GMs get that it takes 10 times as long: Take 20 is 20 times, so Take 10 must be 10 times.

But I do not believe Take 10 requires any extra time, it just requires the lack of distraction or pressure. Let's say we ask you a question that you should be able to answer with a couple of seconds of thought. Now let's ask you the same question with the Jeopardy theme music playing or a 5-second countdown going. Is the second situation going to distract you? This would be Take 10 versus having to roll the dice. No difference in time needed, just added pressure or distraction to get it right.


No extra time its just giving it a half-@$$ attempt and hoping for the best instead of giving it your all and trying to be exceptional.

Liberty's Edge 5/5 **** Venture-Captain, Missouri—Cape Girardeau

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Nickademus42 wrote:
]It comes from Michael's interpretation of the concept of taking 10. I don't personally agree with it, but I don't see anything that indicates it couldn't be such so I'm not going to refute it.

I was wondering how long it would take for someone to decide this was "my interpretation" of the rules. Because pointing that out, of course, wins debates on forums! ;p

When it comes down to it, the rules are a guide line, one we GMs try to adhere to. In some way or another, ALL rules are "interpreted" by a GM.This thread was never meant to be a debate about Taking 10 or whether it should be allowed. Specifically, this thread was asking other GMs for when they would determine a "distraction" would come into play, preventing the Taking 10 rule from coming into play. So far, all I've gotten was a few people defending their right to use it anytime and all the time. If that is the case, then the NPCs on the other side of the board are always Taking 10 too... seems fair enough.

In my opinion (and that is mine, not someone else saying what is mine!), Taking 10 has the potential for abuse. I would absolutely judge that Bluff, Disable Device, Diplomacy, and Sense Motive could all fall into line with Use Magic Device as skills where Taking 10 are probably not going to work, as they involve interaction with influencing other people or (in the case of UMD) items outside of your control.

The Exchange 5/5

As far as the character is concerned they are the same. Really. Just read what it says.

"...you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10...." it lists when you can't T10 (distractions or threats) etc. but the basic difference is the player sets the dice on a "10" result. No extra time, no extra thought, NOTHING ELSE DIFFERENT. The character will do nothing else different.

Anything else is just House Rules - which can be different from judge to judge - even for me.

Liberty's Edge 5/5 **** Venture-Captain, Missouri—Cape Girardeau

Enevhar Aldarion wrote:
But I do not believe Take 10 requires any extra time, it just requires the lack of distraction or pressure. Let's say we ask you a question that you should be able to answer with a couple of seconds of thought. Now let's ask you the same question with the Jeopardy theme music playing or a 5-second countdown going. Is the second situation going to distract you? This would be Take 10 versus having to roll the dice. No difference in time needed, just added pressure or distraction to get it right.

This has been the most helpful of the statements made so far. I thank you.

And, no, I agree, a GM for PFS should not invent a "distraction" to prevent Taking 10. The question then becomes, what exactly constitutes a distraction. I like you answer. By your example, a Pathfinder asked a specific Knowledge skill by an NPC will under pressure (say, time constraints of a mission that must be complete with all haste) would not be allowed to Take 10. I can agree with that.

I can think of some specific Scenarios that involve limited time to complete (Silent Tide, Rules of the Swift, etc.) where the characters know time is short. Would any skill be considered "under pressure" based on that?

I am looking for common ground from PFS GMs as to what would be a "distraction" so as to prevent table variance in Organized Play... nothing more.


Michael VonHasseln wrote:
I was wondering how long it would take for someone to decide this was "my interpretation" of the rules. Because pointing that out, of course, wins debates on forums! ;p

Awww, we lost. :(

Michael VonHasseln wrote:
If that is the case, then the NPCs on the other side of the board are always Taking 10 too... seems fair enough.

Sounds good to me. I've seen a couple instances of NPCs taking 10 in scenarios. Though it seems PCs tend to specialize in skills so this would present less of a challenge. I'd have to test it to see.

The Exchange 5/5

Michael VonHasseln wrote:
Nickademus42 wrote:
]It comes from Michael's interpretation of the concept of taking 10. I don't personally agree with it, but I don't see anything that indicates it couldn't be such so I'm not going to refute it.

I was wondering how long it would take for someone to decide this was "my interpretation" of the rules. Because pointing that out, of course, wins debates on forums! ;p

When it comes down to it, the rules are a guide line, one we GMs try to adhere to. In some way or another, ALL rules are "interpreted" by a GM.This thread was never meant to be a debate about Taking 10 or whether it should be allowed. Specifically, this thread was asking other GMs for when they would determine a "distraction" would come into play, preventing the Taking 10 rule from coming into play. So far, all I've gotten was a few people defending their right to use it anytime and all the time. If that is the case, then the NPCs on the other side of the board are always Taking 10 too... seems fair enough.

In my opinion (and that is mine, not someone else saying what is mine!), Taking 10 has the potential for abuse. I would absolutely judge that Bluff, Disable Device, Diplomacy, and Sense Motive could all fall into line with Use Magic Device as skills where Taking 10 are probably not going to work, as they involve interaction with influencing other people or (in the case of UMD) items outside of your control.

I just asked where the line you quoted comes from the ("taking extra precautions to prevent distractions or failure") come from? It was from your statement:

"Actually, if you take into effect the idea that Taking 10 epitomizes "taking extra precautions to prevent distractions or failure", then "six seconds" is hardly accurate... as a matter of fact, I don't recall ever seeing a passage in the Core that says that a Round is 6 seconds!"
I did refrain from saying that page 12 of the Core Rule book defines a Round as follows: "Round: Combat is measured in rounds. During an individual round, all creatures have a chance to take a turn to act, in order by initiative. A round represents 6 seconds in the game world."
Bold is mine (as well as any typos... sorry!".
I just wanted to know where the qoute had come from, that's all. Sorry if I have offended you in some way. T10 is just a rule that I try to use (my dice hate me and I avoid them when I can. I like to play my character, and swometimes my dice does not like me to).

Liberty's Edge 5/5 **** Venture-Captain, Missouri—Cape Girardeau

nosig wrote:


"...you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10...." it lists when you can't T10 (distractions or threats)] etc. but the basic difference is the player sets the dice on a "10" result. No extra time, no extra thought, NOTHING ELSE DIFFERENT. The character will do nothing else different.

*Emphasis Mine

In the bold it list only those two things...distractions and threats. Now threats are spelled out specifically (such as combat), while distractions is pretty vague. And I have noticed, where wording is vague, that's where the players and GMs have different points of view.

You're right, nowhere does it say it takes more time... nor does it say it takes the same amount of time either. I think in 3.5E, it actually did, but that has no bearing on a Pathfinder rule, IMO. And that rules artifact might have a lot to do with how different GMs interpret that particular rule.

EDIT: And no, not offended. Just looking for GMs examples of what constitutes a "distraction."

Liberty's Edge 5/5 **** Venture-Captain, Missouri—Cape Girardeau

I wish there was a tag, much like the Retry tag under each skill for Taking 10. That would have been helpful.

The Exchange 5/5

Michael VonHasseln wrote:
nosig wrote:


"...you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10...." it lists when you can't T10 (distractions or threats)] etc. but the basic difference is the player sets the dice on a "10" result. No extra time, no extra thought, NOTHING ELSE DIFFERENT. The character will do nothing else different.

*Emphasis Mine

In the bold it list only those two things...distractions and threats. Now threats are spelled out specifically (such as combat), while distractions is pretty vague. And I have noticed, where wording is vague, that's where the players and GMs have different points of view.

You're right, nowhere does it say it takes more time... nor does it say it takes the same amount of time either. I think in 3.5E, it actually did, but that has no bearing on a Pathfinder rule, IMO. And that rules artifact might have a lot to do with how different GMs interpret that particular rule.

EDIT: And no, not offended. Just looking for GMs examples of what constitutes a "distraction."

Actually it says "...calculate your result as if you had rolled a 10...", which would seem to indicate that the same amount of time is used.

where in T20 it does say it takes 20 times as long.

The Exchange 5/5

Michael VonHasseln wrote:
I wish there was a tag, much like the Retry tag under each skill for Taking 10. That would have been helpful.

no problem - type in Take 10 yes for all skills that don't say Take 10 - no.

The Exchange 5/5

In the special section of skills it says if you can not take 10 on the skill. The only one it says this on is UMD. Now, if there was another skill, - say Concentration, that said "Special you can not take 10 n this skill", would that help?

oh, Mike, feel free to tell me to "shut up and go away" if that helps. I'm kind of used to it by now.

Liberty's Edge 5/5 **** Venture-Captain, Missouri—Cape Girardeau

I'll give a real world example.

In my job, I work in a kitchen. At a fairly regular pace, I can make an order in a timely fashion (i.e. less than 5 minutes) every time without mistake. As we head into a lunch rush though, more tickets pop up, forcing me to split my concentration over multiple tickets at the same time (a distraction). The chances of a mistake (failure) while making someone's order during that time is increased by the pressure of trying to insure quality and timeliness for all the orders currently on my screen.

That to me, represents the difference between the ability to Take 10 or not. Yes, according to that, it takes a little to no more time for Taking 10 comparatively.

So, throwing away any talk of extra time, what would prevent Taking 10 from occurring? One person suggested the idea of pressure to accomplish the task at hand; I agree.

And how do you perceive Taking 10 in game terms. Another person suggested that Taking 10 is a "half-@$$ed attempt" rather than giving your all. I'm not sure I agree with that, since the numbers involved in the mechanic seem slightly more in the favor of Taking 10. How do you view it? Not from mechanics, from character perspective... remember, Pathfinder is a roleplaying game, not a roll playing game.


Anything outside the realm or reasonable if its a non mechanical reason for instance the book guy i would talk it over with the player in a home game in PFS if i'm not told to say no and it seems like it would be an arguement I'd probably not push the issue.

Liberty's Edge 5/5 **** Venture-Captain, Missouri—Cape Girardeau

nosig wrote:
In the special section of skills it says if you can not take 10 on the skill. The only one it says this on is UMD. Now, if there was another skill, - say Concentration, that said "Special you can not take 10 n this skill", would that help?

Actually, yes, since this is a grey area for skill rules. If I were to go by RAW, a horse can climb a rope, too. Climb is always a skill for an Animal... nowhere does it say that thumbs are involved.

nosig wrote:
oh, Mike, feel free to tell me to "shut up and go away" if that helps. I'm kind of used to it by now.

And, no, that wouldn't help at all! If anything, we will have to agree to disagree, since I don't see the rules as carved in stone, with everything you can possibly do codified. If you are looking straight at the black and white, yes, you can Take 10 with any skill except UMD.

So, Nosig, being the stout defender of Take 10, what would you declare a distraction (other than the obvious, combat) for when Take 10 would not be allowed? I would really like to know. And make it a general rule that can be applied to all skill rolls equally, if you please.

EDIT: Please do not take my tone for sarcasm. I am just curious.

The Exchange 5/5

crud - the internet ate my response.

trying this again:

Prediction: You are not going to like my answer.

When can a PC NOT T10 on a skill check (other than UMD)?

Me as a Judge: In combat. Usually when your PC is in INIT. (but sometimes even then).

Me as a Player: Whenever the judge says I can't. I almost always ask, for almost every skill. (my dice hate me. I like to Role Play, not Roll Play. - this statement will get me flamed I know).

THis is a much shorter response - sorry, it's late and the internet ate fir first (long winded) reply.

The Exchange 5/5

Michael VonHasseln wrote:
nosig wrote:
In the special section of skills it says if you can not take 10 on the skill. The only one it says this on is UMD. Now, if there was another skill, - say Concentration, that said "Special you can not take 10 n this skill", would that help?

Actually, yes, since this is a grey area for skill rules. If I were to go by RAW, a horse can climb a rope, too. Climb is always a skill for an Animal... nowhere does it say that thumbs are involved.

nosig wrote:
oh, Mike, feel free to tell me to "shut up and go away" if that helps. I'm kind of used to it by now.

And, no, that wouldn't help at all! If anything, we will have to agree to disagree, since I don't see the rules as carved in stone, with everything you can possibly do codified. If you are looking straight at the black and white, yes, you can Take 10 with any skill except UMD.

So, Nosig, being the stout defender of Take 10, what would you declare a distraction (other than the obvious, combat) for when Take 10 would not be allowed? I would really like to know. And make it a general rule that can be applied to all skill rolls equally, if you please.

EDIT: Please do not take my tone for sarcasm. I am just curious.

the horse note is just silly.

the horse can T10 (or even T20) to climb the rope... but he fails. Next?
wait, no leave off the comment about the fails part. We'll just say he can T10. Are you saying thumbs are needed to T10? (see I can be silly at 1 in the morning too)
What skills (besides UMD) do you disallow T10 to be used for at your table? I would like to know so I can decide if I want to play at your table.

I am a stout defender of the rule. It's in the game. It's being done wrong. I would like that corrected - either change the rule or change the way it is being played. Even you, a V-O, are doing it differently than written - because you don't like it. It takes longer at your table than at most other peoples. I worry about playing my Face or my Trapsmith character at your table because by your statement above "I would absolutely judge that Bluff, Disable Device, Diplomacy, and Sense Motive could all fall into line with Use Magic Device as skills where Taking 10 are probably not going to work...". If I decide to T10 on a Bluff - does it fail at your table not because I didn't get good enough, or because I said those two words "Take Ten". When my Trapsmith decides to remove a trap, are any other rules going to change for him? He's built for this game, under these rules. If the rules change - it could bite him.

You know, I don't like the way Spears get shafted in the game, or the weird alignment system, or that Crossbows don't hit hard enought. But I do not change these rules at my table. Yet many people feel it is ok to change the way this rule works. Why?

I can understand some judges. They just don't know the rule. They have an idea, and figure that some player (me) is just trying to "take advantage" of them. These guys I just try to help learn the correct way. As gently as possible. After all - I'm still learning things in the game too. I've been wrong before, will be again. But what about the judges who KNOW the rule, but decide to play "it" differently at thier table? "I don't care what the rules say! that's not the way it works at my table!" and then justify that by saying "the rules are not very clear on this matter." Do we really what to play with these guys?

Grand Lodge 5/5 *

The take 10 thing is one of those weird disconnects between how the real world works and how the Pathfinder world works.

In real life, you don't try and convince someone to help you out and think

"I'll make a precisely average argument to get them onside, because I reckon I'm convincing enough that that'll work."

But in Pathfinder, you can do just that with your Diplomacy. Somehow.

EDIT: Though thinking about it, I suspect door-to-door salesmen and political campaigners will 'take 10' on their Diplomacy checks through most of their working day. Hmm.

The rub in the Take 10 rules is that 'or distracted' bit. Threatened is obvious; distracted less so.

I had an interesting thought about it - I would probably say that for me, taking 10 or 20 on a skill would constitute sufficient distraction to prevent taking 10 on another skill.

So if you're taking 10 on Acrobatics to walk across a narrow ledge, then no taking 10 on Perception to spot the incoming dragon. Etc.

The distraction thing is obviously where the most table variance will be noted.

5/5

Taking 10 hmmm, ever task has a time and place.

I often encourage players to take 10 when out of combat and doing routine tasks. For instance climbing a rope, also I stress taking ten on routine tasks. I probably would advise against most Wis/Cha/Int, for most part if a die needs to be rolled than a soft ten may actually hurt you. This is also the inherent curse of players trying to take a ten, dropping their guard, while a gm actually is hinting that you may want to roll.

Also in most situations like this if you have a group of players rolling would likely offer a better outcome.

For diplomacy and intimidate checks I would also advise against it. Since you could actually hurt relations.

Knowledge checks case by case.
Perception sure if you think your modifer is above +10 and the target is within 10ft.

Also you will get the occassional GM that will ask the party if they want to take 10 to climb a hill realizing that the DC is 5 and the cleric, playing turtle is in full plate wearing a tower shield, while not being proficent in either and his penalties will fail a 10.

Nosig while taking a 10 realise that about half the time taking a 10 is actually not a good option. You can ask the last party I GM'D in PFS their ability to climb a rope was good till the were 120' off the ground and combat started. Indeed 12d6 was handed out.

Also most GMS know the rules quite well. Sometimes they might have a broader insight to the mechanic of the roll. More on focus let's say the default dc of half the mechanics is set at dc 20 for level ranges 1-5 that would require a +10. Let's assume the other two quarters are +5/-5 that being dcs 15 and 25. With a stat bounus +2 and skill +4 at first. You could succeed at 1/4 of the time, but fail 3/4 of the time. Likely at 5th level you may be at +10 but that is when the tier challenges raise.

There are indead good options for taking 10, IMHO this would be a bad idea for most players unless they had a specific build. Take a look at Skill Mastery advance rogue talent.

I also believe in playing skill based classes, even then skill focus is a great way to go. IMHO if you really rely on skills (Rogue) skill focus acrobatics or stealth.

Grand Lodge 5/5 ****

I'm surprised nobody has here asked the crucial PFS question

Is take 10 and okay for Faction Missions.

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