Taking 10


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nosig wrote:

Guys, I actually don't care one way or the other. I just want it to be the same when I sit at a table as the Judge or as a player.

I have to know how to rule this at my table. It's a rule. I do not feel real comfortable with "rule it on a whim, however you feel about it today".
I want to know how it works at the table when I sit down.

Well if you want to take a poll, I'd answer you upfront as I've seen this come up here for quite sometime without a FAQ response. As its obviously something that's bothering you I wouldn't take offense at it.

My answer:

Unless the skill says otherwise (i.e. UMD) you can take 10 when you are neither in combat/rounds nor are in a situation that by itself is highly distracting from the task at hand (e.g in gale force winds, etc). For those situations you need some form of skill mastery or the like or just a d20 that only has 10s on it.

It doesn't include:

1. My feelings towards you or your character one way or the other.
2. Whether or not I want the skill roll to 'be a challenge' whatever that might mean.
3. Whether or not I know that this will make your character successful or not.
4. How well or badly your group has been doing up to this point.
5. The current or near future price of tea in China.

For those that are saying 'I won't be tied to an answer' then take the time to come up with one rather than saying in essence that they wish fiat over printed rules. While such can be fine for a home campaign (to a point, depending on the group) its not fine in organized play where you don't have the time to earn the respect of the players as a judge and they don't have the consistency to adapt to your rulings.

-James

The Exchange 5/5

Andrew Christian wrote:

I have an interesting question:

Why would you feel the need to ask the question of your GM in the first place? Why is taking 10 so incredibly important that you either need to know beforehand or that you need to wear a shirt?

Keep in mind (and I’m sure you already know this and don’t do this), that you can’t use the take 10 mechanic to gauge your odds of success. If you take 10 all the time, then that is a bit of an abuse of the rule, in my opinion. It allows you to know if you have worse than essentially a 50/50. It takes the mystery out of the game, and that isn’t good for the game, even if it speeds it up some.

If I find a player trying to take 10 every skill check, it will make me think they are just trying to see if they need to roll or not. And I guarantee if they choose not to do the skill because they have to roll, I’ll start to think, “hmmm….” To myself. If this happens repeatedly, then I won’t allow them to reneg on the skill check.

My dice hate me. I roll poorly. If is possible to fail only on a roll of '1', I'll roll that. And I hate failing in a mission and letting my team mates down just because I rolled low, and I have seen it happen to many times with a "Opps! rolled a 2"! (and I've seen many players & DMs "fudge" rolls, justified because "this roll is imprortant!". I like to think I am not one of those persons).

But no problem. Just ask me to leave your table. I wont be offended - I want to be sure you enjoy judgeing for your players. If the fact that I don't like rolling dice upsets you, I'll sit this one out.

The Exchange 5/5

james maissen wrote:


*stuff*

For those that are saying 'I won't be tied to an answer' then take the time to come up with one rather than saying in essence that they wish fiat over printed rules. While such can be fine for a home campaign (to a point, depending on the group) its not fine in organized play where you don't have the time to earn the respect of the players as a judge and they don't have the consistency to adapt to your rulings.

-James

As a person that judges on a fairly regular basis, I'm going to stick by my answer. Because I Judge OP doesn't mean I have to have a black and white answer, I can have a stance that allows me to be varied in how I rule the use of the playing being allowed to take 10.

And for the record, being gray in the area has NEVER been an issue at any of the conventions I've judged at, nor has it ever been an issue at any of the local gamedays.

The Exchange 5/5

Andrew Christian wrote:

I have an interesting question:

Why would you feel the need to ask the question of your GM in the first place? Why is taking 10 so incredibly important that you either need to know beforehand or that you need to wear a shirt?

...snipping the part I am not addressing in this reply...

Because there is a wide variation in the way Judges do this rule. Several of my characters have at thier core the belief that they are very very good at what they do. I have a Trapsmith that is very-very good at traps - detection and removal. He is very good at perception. Rather than have the rest of the players wait while he "clears" an area with rolls, it is so much easier (and much less booring to all the players, even me) to have the Judge do the mechanics. I'd ask him to roll the Perception checks and the Disable Device rolls if I could, but he's already doing enough I don't want to dump more on him. If it's done with T10 the DM can get on with discribing what we see, what happens and the flow of the story is smoother. He knows I'm going to miss or find the trap coming up... he can stitch that into the story as it unfolds. "As the rogue moves into this square a sheet of flame roars down the hall engulfing him - make you reflex save - and continues to this spot." or "You find a trigger point here, it appears to be for a flame AEO trap of some sort."

The shirt grew out of a suggestion on this board, and serves many uses. Some of them off the top of my head are:
1) it identifies me. That way anyone I have offended on the board can ID me and tell me to leave thier table if they feel the need. (or laugh and say "Hay, you're the T10-shirt guy!")
2) it lets the judge know that I like to T10 when I can.
3) it educates persons that might not know the rule, in as non-confrontational a way as we were able to come up with on the post last Oct.
4) it starts conversations. I like to talk to people.


Thea Peters wrote:


As a person that judges on a fairly regular basis, I'm going to stick by my answer. Because I Judge OP doesn't mean I have to have a black and white answer, I can have a stance that allows me to be varied in how I rule the use of the playing being allowed to take 10.

Great, how about an example where you would not allow someone to take 10 on a skill but my qualifications would? And an example where you would allow someone to take 10 on a skill but my qualifications would not?

Or is it 'undecided' until the time at the table on whim and 'feel'?

-James

Grand Lodge 4/5 5/55/5 ***

nosig wrote:
The shirt

Just be careful. It could easily be viewed as a challenge to the GM and a pretense for you questioning the GM's authority at the table. Not really the best way to "break the ice." I know you don't intend it that way, but perception is reality.

The Exchange 5/5

james maissen wrote:
Thea Peters wrote:


As a person that judges on a fairly regular basis, I'm going to stick by my answer. Because I Judge OP doesn't mean I have to have a black and white answer, I can have a stance that allows me to be varied in how I rule the use of the playing being allowed to take 10.

Great, how about an example where you would not allow someone to take 10 on a skill but my qualifications would? And an example where you would allow someone to take 10 on a skill but my qualifications would not?

Or is it 'undecided' until the time at the table on whim and 'feel'?

-James

I'm not going to debate my answer with you. We have different perspectives on it and we'll just have to agree to disagree

The Exchange 5/5

Bob Jonquet wrote:
nosig wrote:
The shirt
Just be careful. It could easily be viewed as a challenge to the GM and a pretense for you questioning the GM's authority at the table. Not really the best way to "break the ice." I know you don't intend it that way, but perception is reality.

Hopefully, any Judge who finds it a challenge will ask me to leave his table. And I will thank him kindly, gather my stuff and move on, perhaps to play with him again sometime when he is not feeling challenged by my T-shirt. or when he feels like being a player.

Life really is to short for bad gaming. We are playing in a closed system. There are only so many adventures - it is better to not play and save the mod for another time, then to have a bad play experience (for the Judge or for any player at the table) and "burn" the adventure. If the judge thinks he will not enjoy having me be there, I sure don't want to be a jerk and make him go thru it.

The Exchange 5/5

Thea Peters wrote:
james maissen wrote:
Thea Peters wrote:


As a person that judges on a fairly regular basis, I'm going to stick by my answer. Because I Judge OP doesn't mean I have to have a black and white answer, I can have a stance that allows me to be varied in how I rule the use of the playing being allowed to take 10.

Great, how about an example where you would not allow someone to take 10 on a skill but my qualifications would? And an example where you would allow someone to take 10 on a skill but my qualifications would not?

Or is it 'undecided' until the time at the table on whim and 'feel'?

-James

I'm not going to debate my answer with you. We have different perspectives on it and we'll just have to agree to disagree

Heck, Thea, the only person likely to ask will be me, and I liked your answer. We can play with that and have lots of fun. Maybe I'll see you at WinterWar (here's hoping you get the time off)!

Grand Lodge 4/5 5/55/5 ***

nosig wrote:
WinterWar

I look forward to seeing you there. I'll be the guy with the big Take 10 shirt, but mine will have a huge red circle/slash through it. ;-)

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

Jiggy wrote:
Andrew Christian wrote:
Cheapy wrote:

The linked SKR post is from 2002.

A lot can change in nine years.

...

Still, I'd go with the December 2011 quote over the 2002 quote in a heartbeat.

What post are you guys looking at? The stuff I linked ranges from 2009 to 2011.

For instance, the "other than the task at hand" bit is from May of THIS YEAR. That hardly seems like throwaway material.

Let's check things before throwing them out, alright?

I just wanted to reiterate this, as I think I ninja'd a couple of people and it may have been missed.

In the span of less than 8 months, we have SKR saying first that the task at hand shouldn't count as a distraction/threat to prevent T10 and second that a trap is sufficient distraction from its own disabling.

If the posts I linked really were 9 years old (I don't know where Cheapy got that) I'd be fine with calling them outdated. But when there's an apparent contradiction in less than a year? I can't throw the first one out as "outdated" in good conscience, and I hope none of the rest of you can either.

I, for one, will continue to ponder and discuss this topic until I come to an understanding that reconciles as much of SKR's commentary as possible, rather than simply toss out what I don't like and call it outdated. Any material for that deliberation is appreciated. :)

Liberty's Edge 5/5

james maissen wrote:
Thea Peters wrote:


As a person that judges on a fairly regular basis, I'm going to stick by my answer. Because I Judge OP doesn't mean I have to have a black and white answer, I can have a stance that allows me to be varied in how I rule the use of the playing being allowed to take 10.

Great, how about an example where you would not allow someone to take 10 on a skill but my qualifications would? And an example where you would allow someone to take 10 on a skill but my qualifications would not?

Or is it 'undecided' until the time at the table on whim and 'feel'?

-James

Just because we like to take things on a case by case basis, or rather view them as circumstantial, does not mean it is on a whim and 'feel'.

It isn't black and white, either or.

There is a way you can adhere to the spirit and letter of the rule, and still not be able to say things are 100% this way or that.

What's with all the cynicism and lack of trust with some vocal players?


Jiggy, I read the first link in that post, and in my coffee-deprived stupor stopped reading the post.

Sorry!

The Exchange 5/5

nosig wrote:
Thea Peters wrote:
james maissen wrote:
Thea Peters wrote:


As a person that judges on a fairly regular basis, I'm going to stick by my answer. Because I Judge OP doesn't mean I have to have a black and white answer, I can have a stance that allows me to be varied in how I rule the use of the playing being allowed to take 10.

Great, how about an example where you would not allow someone to take 10 on a skill but my qualifications would? And an example where you would allow someone to take 10 on a skill but my qualifications would not?

Or is it 'undecided' until the time at the table on whim and 'feel'?

-James

I'm not going to debate my answer with you. We have different perspectives on it and we'll just have to agree to disagree

Heck, Thea, the only person likely to ask will be me, and I liked your answer. We can play with that and have lots of fun. Maybe I'll see you at WinterWar (here's hoping you get the time off)!

Lol .. I have two people that have responded to my plea and are looking at their schedules .. so we'll see

*goes back to her purple world*

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

Cheapy wrote:

Jiggy, I read the first link in that post, and in my coffee-deprived stupor stopped reading the post.

Sorry!

On the bright side, now I know who does and doesn't verify people's claims about linked material. ;) Hee hee hee.

The Exchange 5/5

Andrew Christian wrote:
james maissen wrote:
Thea Peters wrote:


As a person that judges on a fairly regular basis, I'm going to stick by my answer. Because I Judge OP doesn't mean I have to have a black and white answer, I can have a stance that allows me to be varied in how I rule the use of the playing being allowed to take 10.

Great, how about an example where you would not allow someone to take 10 on a skill but my qualifications would? And an example where you would allow someone to take 10 on a skill but my qualifications would not?

Or is it 'undecided' until the time at the table on whim and 'feel'?

-James

Just because we like to take things on a case by case basis, or rather view them as circumstantial, does not mean it is on a whim and 'feel'.

It isn't black and white, either or.

There is a way you can adhere to the spirit and letter of the rule, and still not be able to say things are 100% this way or that.

What's with all the cynicism and lack of trust with some vocal players?

Andrew, you realize you were the person who advised me:

"But just asking the question, in and of itself, comes off as confrontational, because it makes me think you are asking me a trap question. Or if you don’t like the answer you will create drama and maybe huff off to a different table. I’d do my best to not take it that way, but most GM’s are human and will respond to something like that like most humans would… defensively."
what's with all the cynicism and lack of trust with some judges?(and this post was directed at judges, so I thought we all were here)

Liberty's Edge 5/5

nosig wrote:


Andrew, you realize you were the person who advised me:
"But just asking the question, in and of itself, comes off as confrontational, because it makes me think you are asking me a trap question. Or if you don’t like the answer you will create drama and maybe huff off to a different table. I’d do my best to not take it that way, but most GM’s are human and will respond to something like that like most humans would… defensively."
what's with all the cynicism and lack of trust with some judges?(and this post was directed at judges, so I thought we all were here)

I don't think I was. If I was, then I must have been drunk or high (not that I do that) at the time. Because generally, I think as a player you sit down and play at the table, and if its a bad experience, you know for next time. As a GM, I always give every player at least one chance to enjoy my table. Even if we may have had disagreements on the boards.

I also think there are ways to enjoy the company of other people with quirks regardless of if the quirks are irritating. That being said, if the person is a big bad ol jerk, then they may get the big old boot. But that's gotta be pretty severe in my book. Wearing a shirt or asking a question isn't going to get the boot from me. I might be put off initially, because that really isn't SOP in the gaming world and rarely happens (never to or from me).

The Exchange 5/5

Andrew Christian wrote:

Unless I’m having a bad day, which sometimes can happen, I will try to handle this as non-confrontationally as I can. But like Thea, I will not now, and cannot give a blanket answer. The best I could say is, I use the rules as written in the core rule book. There is some ambiguity within the rules, so I try to make rulings at the table using my best common sense judgment.

But just asking the question, in and of itself, comes off as confrontational, because it makes me think you are asking me a trap question. Or if you don’t like the answer you will create drama and maybe huff off to a different table. I’d do my best to not take it that way, but most GM’s are human and will respond to something like that like most humans would… defensively.

Why worry about it before hand, and just trust that the GM’s are more than likely going to do one of two things. Already know the rule and rule reasonably with common sense, or not know the rule well and defer to the players.

Basically you gotta accept that there will be table variation on this, because that’s the way the rule was written.

(Bolding is mine)

yestorday, when you posted the above, it was kind of a disappointment. took me back to OCT when I was asking how to phrase the question "how do you handle Taking 10" in as Judge friendly fashion and was told by several Judges that just asking the question would get my PC targeted, and my actions in game suspect.

Then an hour later your next post contained the following:
"If I find a player trying to take 10 every skill check, it will make me think they are just trying to see if they need to roll or not. And I guarantee if they choose not to do the skill because they have to roll, I’ll start to think, “hmmm….” To myself. If this happens repeatedly, then I won’t allow them to reneg on the skill check."

Yesterday this convinced me to request that you ask me to leave your table if you saw me sit down at it. (edit: what a run on sentence. Sorry about that. sometimes it just seems like I talk to much). I started to respond then, but the internet ate my long winded post (which is sometimes good) where I tried to explain that it is better to not play then to lower the fun at the table for the Judge (and by extension the players).

(on a side note, I will often judge how hard a task is by the results of my first roll-be that a T10 or a roll of the dice. Everyone does. If a player rolls a high attack roll and the judge says "you didn't even come close" he will modify what he is doing to try to get a better attack. Switch to a different weapon, try to get a flank, switch to fighting defensively while the rest of the party comes to his aid. A T10 roll is just another roll. If my Trapsmith T10 on a Disable Device on a Trap (which it appears I will not be able to for some judges) and he fails, if the Trap blows up, I can figure he wouldn't be able to disarm it (he doesn't set off traps unless he fails by more than 10)

Anyway, I am glad you will not pre-judge me by the shirt I wear, and instead will judge FOR me by the way I play.

Liberty's Edge 5/5

In my home group, we have 3 of us who GM different campaigns. One of them my friend runs, and I’m playing a Rogue type character. The only one in the party (at least until we got a new guy) who can do the finding and disabling of traps. My friend liked to run dungeon crawl modules that had, it seemed, traps around every corner. So we started searching every single 5’ square. He wanted me to roll for every square. All the other players got bored, and just started running through the traps, which then marginalized my character.

So I get why you want to use Take 10 on Perception and Disable Device. So that you don’t marginalize them (or take all the table time) and so that they don’t marginalize you (by getting bored and just blowing through the traps manually).

My buddy and I came to an agreement. He would let me roll a Spot or Search check (using old 3.5 rules) at the beginning of the dungeon with the understanding that I’m searching every square. He would apply that roll to a trap should we run across one. Once that roll got used, I would roll again. If it was a situation where the trap was particularly hard or particularly obvious that a trap was there (big door with ominous symbols on it), then I’d get a separate roll for it.

Now in PFS, this is certainly an agreement a player and a judge could make together. However, largely, you’ll notice that traps aren’t just randomly placed in PFS modules. So the searching every 5’ square is not necessary. By the way, I absolutely hate traps randomly placed very 10 to 30 feet just to make things difficult, especially if that’s all the dungeon is.

I think the best way to handle your situation, is rather than go up and say, “Hey GM, how do you handle Take 10,” or, “What skills can’t I Take 10 on?”

It might be better to say, “Hey GM, I am really a fan of taking 10 when possible, so could I suggest…”

Suggestion::
I will tell you what skill it is, and what my Take 10 is. Then you tell me when I can Take 10 before you ask for skill checks, that way I don’t have to interrupt your flow.

Might get better traction than the way in which you’ve been doing it, which can come across (and obviously has) as confrontational. It also mitigates something that is highly irritating to me as a GM: a player constantly interrupting me with rules minutae (and yes, I consider the Take 10 thing rules minutae) in the middle of trying to tell a cooperative story.

The Exchange 5/5

Andrew Christian wrote:

In my home group, we have 3 of us who GM different campaigns. One of them my friend runs, and I’m playing a Rogue type character. The only one in the party (at least until we got a new guy) who can do the finding and disabling of traps. My friend liked to run dungeon crawl modules that had, it seemed, traps around every corner. So we started searching every single 5’ square. He wanted me to roll for every square. All the other players got bored, and just started running through the traps, which then marginalized my character.

So I get why you want to use Take 10 on Perception and Disable Device. So that you don’t marginalize them (or take all the table time) and so that they don’t marginalize you (by getting bored and just blowing through the traps manually).

My buddy and I came to an agreement. He would let me roll a Spot or Search check (using old 3.5 rules) at the beginning of the dungeon with the understanding that I’m searching every square. He would apply that roll to a trap should we run across one. Once that roll got used, I would roll again. If it was a situation where the trap was particularly hard or particularly obvious that a trap was there (big door with ominous symbols on it), then I’d get a separate roll for it.

Now in PFS, this is certainly an agreement a player and a judge could make together. However, largely, you’ll notice that traps aren’t just randomly placed in PFS modules. So the searching every 5’ square is not necessary. By the way, I absolutely hate traps randomly placed very 10 to 30 feet just to make things difficult, especially if that’s all the dungeon is.

I think the best way to handle your situation, is rather than go up and say, “Hey GM, how do you handle Take 10,” or, “What skills can’t I Take 10 on?”

It might be better to say, “Hey GM, I am really a fan of taking 10 when possible, so could I suggest…”
** spoiler omitted **...

Actually the T-shirt seems to do that well. I sit down and someone asks about the shirt. I say, "I like the T-10 rule, I take it whenever I can." Maybe I cover it with the Judge. Sense getting the shirt I've not had much trouble, other then the occasional Judge who just doesn't know the rules, or knows them wrong. I just smile and try to addapt.

As far as telling the Judge what my T10 result is, my Trapsmith lists his Perception skill on his table tent for all to see (2 numbers, one for dim light another for normal lighting). He also has Trap Spotter, and I'll try (if we have time) to ask the judge to just roll that where I can't see it - don't even tell me about it (saves me from meta-gaming). When going into a Dungeon crawl, I'll go over his SOP. "take 10 on all area perception roll, every 10' of advance, and take 20 on doorways and points of intrest such as bodies and signs hanging on the way." My ideal would be to just never touch my dice.

derailing thread to note on perception:

Slight change of subject, you do realize that Perception does not work like search in 3.5 right? This statement "So the searching every 5’ square is not necessary" actually doesn't work in PF. Search/spot/listen are all one roll in PF, and you CAN'T just search a 5' square. Many older players (like us) remember when you had to check each square, and some Judges "know" that this is the way it's done, so they require me to do it that way, but that is not the way it works now. It works more like Mr. Holmes does it. Stand still a round and use Perception - if you get a high enought number you get 1) the Trap in front of you, 2) the secret door across the room, 3) the paper under the dust on the table, 4) the invisible assassin above the door. Each DC is adjusted by distance (per 10'). So, to be SURE, a trap detecter will need to check each 10' of movement - not each 5' square.

5/5 ** Venture-Lieutenant, Arizona—Tucson

A digression about Perception:

Spoiler:
nosig wrote:
Stand still a round and use Perception - if you get a high enought number you get 1) the Trap in front of you, 2) the secret door across the room, 3) the paper under the dust on the table, 4) the invisible assassin above the door. Each DC is adjusted by distance (per 10').

I normally consider each of these as a separate roll. You may roll high for the paper under the rug, low for the orc in the closet, and medium for the secret door. To save time (and reduce metagaming), I ask for rolls when they're not relevant (such as a roll in an empty stretch of corridor), then apply them when they next could apply (when they reach something noteworthy).

5/5

I really appreciate this discussion and point's of a the T-10 Rule.

If anything it has started a good lengthy discussion.

I think you will run into many circumstances as well as GM's, where you may be disappointed at their perception of taking a 10.

So what is the answer, well you could ask every GM about the rule in advance. Some will give you concrete answers yes/no, some will say on a case by case basis (what I would say).

The real question would be what would you do if these answer's do not favor your opinion?

Would you not sit at a PFS table?

In a convention or gameday setting would, would this ruling perhaps prevent a legal table to play due to player requirements? Would you raise the rules point before a slot, during a slot, or after the slot?

How would this discussion help a group of players?

Is it really so critical to have a character use a T-10?

I am a fan of taking a 10 when it speeds up game play.

I am not a fan when taking 10 slows down game play.

Ultimately, this will be one of the many rules that will never have a concrete ruling, as well as vary from GM to GM.

I personally do not like it when I don't get my way. I always strive to learn from it.

Cheers,

I have a Pathfinder Savant, I can t-10 on UMD :)

The Exchange 5/5

chris raises some nice point here, I'll see if I can give my view on them - realizing it's just my opinion.

Chris Bonnet wrote:

I really appreciate this discussion and point's of a the T-10 Rule.

If anything it has started a good lengthy discussion.

LOL! realizing this is the 2nd or 3rd thread of over 300 posts that I have been on about this I would very much agree and support you here!

Chris Bonnet wrote:


I think you will run into many circumstances as well as GM's, where you may be disappointed at their perception of taking a 10.

yep - been there. Often it is because the Judge has a different view of how the T10 rule works, often assuming it says things it doesn't or thinking it is related to T20. This is because of the way we learn this game of ours - from each other. If one of us gets it wrong early on, we pass that on to each other during games. If we have the time to discuss it, the hard part is convensing the Judge that I am not "trying to pull something".

Chris Bonnet wrote:


So what is the answer, well you could ask every GM about the rule in advance. Some will give you concrete answers yes/no, some will say on a case by case basis (what I would say).

which is what I do. but see the discussion above with Andrew.

Chris Bonnet wrote:

The real question would be what would you do if these answer's do not favor your opinion?

for me? I try real hard not to have an opinion on how the Judge runs it at his table. I just want to know how it works so I can play by his rules (realizing I will have to do it different at the next table).

Chris Bonnet wrote:


Would you not sit at a PFS table?

Goodness... I don't think so. Not for this. I might not run a character - after all why run a Trapsmith if it's going to be a problem for the Judge? I can run the Healer that just patches up the guy who sets the traps off (some Judges feel this is the only way to run traps).

Chris Bonnet wrote:

In a convention or gameday setting would, would this ruling perhaps prevent a legal table to play due to player requirements? Would you raise the rules point before a slot, during a slot, or after the slot?

I try to "raise the rules point" before a slot - always. That's what the T-shirt is for. That's why I ask. Would it prevent a table from forming? Only if the Judge asks me to leave (which has not happened yet, though several judges on the board have hinted they would ask me to leave just for asking) and there were only 4 players.

Chris Bonnet wrote:

How would this discussion help a group of players?

if we all run the rules the same way, games are more fun.

Chris Bonnet wrote:


Is it really so critical to have a character use a T-10?

so your advice would be to NOT use the T10 rule, because not everyone knows the rule? or not everyone likes the rule? Do you feel the same way about Paladins?

Chris Bonnet wrote:


I am a fan of taking a 10 when it speeds up game play.

I am a fan of anything that speeds up the mechanics of the game. Roll all your dice at once. Have your spells picked before we start. Know the rules on Delay and Ready actions. T10 speeds up the mechanics of the game.

Chris Bonnet wrote:


I am not a fan when taking 10 slows down game play.

I have never seen T10 slow down a game. (I would be interested in knowing how this could happen, as I see no way T10 would not SPEED game mechanics.) I HAVE seen differences of opinion slow down the game. Sometimes these are on the T10 rule. Sometimes these are on the Alignment rules (much more often). Sometimes these are on how a spell works. Most are on different readings of rules. One person thinks something works one way, someone else thinks it works a different way.

Chris Bonnet wrote:

Ultimately, this will be one of the many rules that will never have a concrete ruling, as well as vary from GM to GM.

why? One FAQ ruling would fix it. This is like saying "T20 will be one of the many rules that will never have a concrete ruling".

Chris Bonnet wrote:


I personally do not like it when I don't get my way. I always strive to learn from it.

I don't want to "get my way", except to have it work the same from table to table. Like the cover/concealment rules. This is a rule. It should work the same from table to table - like the other rules. Currently I have to ask each Judge, and even then I am being told by some that it will enforce by whim. Which is ok - as long as I know before I get PC climbing a cliff and am told "oh, now that you are high enough for the fall to kill you, you can't T10 anymore. And no, you can't T10 climbing back down."

Chris Bonnet wrote:


Cheers,

I have a Pathfinder Savant, I can t-10 on UMD :)

LOL! can you? I didn't know that a PF Savant could do that! Look, I learned something new!

5/5

Great!!! Nosig :)

Now my last post was not directed to you, but really to put a light on what may pose as a way for others to reflect on thier taking of a 10 or perhaps their fellings of their take versus anothers take of rules.

As far as FaQ in my opinion we will never EVER see this is one of many rules that have yet to be addressed.

The Exchange 5/5

Sir_Wulf wrote:

A digression about Perception:

** spoiler omitted **

More Perception side talk:

Sir! If you are judging for me at the table, feel free to make the Perception rolls for me anytime... oh, and I would ask to T10 as often as I can, so just T10 on most of them. Sorry, forgot to ask. Do you allow T10 on perception rolls? If I'm running my Trapsmith, he has Trapspotter which (normally) gives a Passive Perception roll at 10 feet - That one I would ALWAYS want you to roll in secret (before the game starts would be fine!). The Trapspotter roll is in addition to any Active Perception rolls, so often that PC will get two rolls for Traps (T10 on the Active, and a roll by the Judge for the Passive Perception).

You say "I normally consider each of these as a separate roll" - which is fine with me, though if I am T10 on them, I get the same result on all rolls. If T10 is not allowed, I would MUCH prefer if you rolled it before we got to that room and just told me what I saw when we got there. (though you might need to adjust the final number by WHERE the PC was when I did the check, -1 per 10 feet distance would effect the final number).

The Exchange 5/5

Chris Bonnet wrote:

Great!!! Nosig :)

Now my last post was not directed to you, but really to put a light on what may pose as a way for others to reflect on thier taking of a 10 or perhaps their fellings of their take versus anothers take of rules.

As far as FaQ in my opinion we will never EVER see this is one of many rules that have yet to be addressed.

Sure, but PAIZO is great for FaQs - much better than LG or WotC was. So who knows, maybe. I can hope.

I'd love to see another for MW Tools - I hate the way they work now, (but I run them RAW in PFSOP).

I'm kind of tempted to start another thread on "Cover & Concealment" which is another area I see a lot of Judge variation on. The rules are there (mostly the same as 3.0 &3.5) and most people "know" how they work... they just "know" different from many other people. When I start running my archer (currently just a unplayed 1st level) I can tell it's going to drive me crazy. YMMV is crazy for basic rules.

5/5 ** Venture-Lieutenant, Arizona—Tucson

Apparently, I love to digress about Perception...

Spoiler:
nosig wrote:
Sir! If you are judging for me at the table, feel free to make the Perception rolls for me anytime... oh, and I would ask to T10 as often as I can, so just T10 on most of them. Sorry, forgot to ask. Do you allow T10 on perception rolls? If I'm running my Trapsmith, he has Trapspotter which (normally) gives a Passive Perception roll at 10 feet - That one I would ALWAYS want you to roll in secret (before the game starts would be fine!). The Trapspotter roll is in addition to any Active Perception rolls, so often that PC will get two rolls for Traps (T10 on the Active, and a roll by the Judge for the Passive Perception).

Sounds reasonable...

I also often step back from binary answers for skills like Perception. Someone who almost succeeded might still gain a clue ("You detect a faint scent of tobacco smoke from ahead..."), while someone who only barely succeeded might only receive vague information ("You glimpsed a tall, robed figure darting across the corridor and into the archway. You didn't catch any additional details, but you can still hear it running into the darkness.")

The Exchange 5/5

Sir_Wulf wrote:

Apparently, I love to digress about Perception...

** spoiler omitted **

or in the case of my LOW perception characters.... "Huh? Sorry, I was distracted"


So to understand the Newest SKR i cannot T10 to disarm a snare trap from Smuggalers Shiv but i can take T10 to scale a cliff face 1000 feet up if i'm not under any stress but the climb?

I really want to know why this doesnt add up.

Grand Lodge 4/5 5/55/5 ***

Actually, under this understanding, you would not be able to T10 on the climb either since falling would definitely be a threat.

The issue that some are having is that it seems SKR reversed his previous position that the threat needs to be from a source outside of the skill attempt itself.

The Exchange 5/5

I would think that it will also put into question T10 on Spellcraft rolls to add Copied spells to your Book/Familiar as a Wiz/Witch/Alchemist/etc. as there is a danger of failure. This will need to be a Judges call, which I'm not sure what will happen if you ask, as one judge said if you ask before a T10 attempt to see if there was risk involved, he might require you to make the roll.

Oh, and for Craft rolls for Alchemists, as failure burns money.

And goodness, so many more that players take for granted now.

Grand Lodge 4/5 5/55/5 ***

I don't think it would impact Copying spells since there is no "threat" for failure. The Spellcraft roll is to decipher the writing enough that you can replicate it. A failure has no impact other than you have to wait until you add another point to Spellcraft before trying again. That does not sound like a threat. Once you have deciphered the spell, the process of copying it is automatic assuming you have the resources.

Loosing money does not sound like a threat in the way most understand a threat. Sure, thematically, loosing money, especially a large amount of it could be interpreted as a threat, but IMO, for these purposes, we are talking about something that has a direct physical impact on your character.

The Exchange 5/5

Bob Jonquet wrote:

I don't think it would impact Copying spells since there is no "threat" for failure. The Spellcraft roll is to decipher the writing enough that you can replicate it. A failure has no impact other than you have to wait until you add another point to Spellcraft before trying again. That does not sound like a threat. Once you have deciphered the spell, the process of copying it is automatic assuming you have the resources.

Loosing money does not sound like a threat in the way most understand a threat. Sure, thematically, loosing money, especially a large amount of it could be interpreted as a threat, but IMO, for these purposes, we are talking about something that has a direct physical impact on your character.

well... maybe. I figure it's just back to Judges call. just ask. YMMV.

after all, dying is just a loss of money and/or PP, it doesn't even take you out of the adventure sometimes. Not being able to even try to get a spell added lasts longer, and in the case of a witch learning from a scroll - the scroll is lost in the attempt (burned and consumed by the familiar) so that would be a lose of resources. Some Judges will rule this is "threat" for failure.

Also, the temp. lose of Int&Cha appears to be enough to prevent a someone from T10 on Contact Other Plane - and that isn't even life threatening.

Earlier in this post we have had a Judge say he would disallow T10 for Faction Mission rolls - because of the Threat of failure. And that is only the threat of not getting a Fame point.

Grand Lodge 4/5 5/55/5 ***

nosig wrote:
dying is just a loss of money and/or PP

That is waaay too meta-gamey for me. I try to think of this from the perspective of the character, in game.

I doubt a character would say, "If this action kills me, just take my body back to the lodge and I'm sure Mistress Dralneen will have me raised from the dead. No problem, right?...Right?...Guys?" :-)

The Exchange 5/5

ok, I'm not sure how to rule this now. I thought I understood the T10 rules, but with the new input from SKR, plainly I do not.

I need input on how to judge T10 at a PFSOP table.

The Exchange 5/5

Bob Jonquet wrote:
nosig wrote:
dying is just a loss of money and/or PP

That is waaay too meta-gamey for me. I try to think of this from the perspective of the character, in game.

I doubt a character would say, "If this action kills me, just take my body back to the lodge and I'm sure Mistress Dralneen will have me raised from the dead. No problem, right?...Right?...Guys?" :-)

actually I have a character planning to be a Risen Guard - so I am already doing that. Only it's "Be sure I get back to Amenopheus".

and I play with someone whose rogue has been raised at least once... it seems to have made him more recless in combat - "after all, you guys got me raise last time!" and we even split the cost 6 ways.

The Exchange 5/5

Bob, are you saying Judges aren't going to rule that you can't T10 ANYTIME there is a risk for failure? Realizing that we have already had Judges on this thread saying things very close to that. (failure on more than a "4" would disallow a T10 roll, etc).

The Exchange 5/5

Bob Jonquet wrote:
nosig wrote:
WinterWar
I look forward to seeing you there. I'll be the guy with the big Take 10 shirt, but mine will have a huge red circle/slash through it. ;-)

Have you got this one printed yet? I may need one in XXL, and it's cheaper to get the special printed in groups.

Grand Lodge 4/5 5/55/5 ***

lol...

No, and actually, I am not really buying into either side of the argument 100%. IMO, the best advice I have is, play it the way you feel is the best way. Is it really so bad to bad a GM rule one way or the other. In either case, you are not being denied an action. Either resolve the check with a take or roll. Unless you know the target DC prior to the roll, you don;t know if you'll make it anyway. If the GM told you that you automatically failed the check, that would be one thing, but this is really a non-issue. There are a lot of actions that require GM adjudication. Sometimes it'll work the way you want, sometimes it won't.

Relax. Roll some dice. Have fun!

Grand Lodge 4/5 5/55/5 ***

I don't think you are looking at this from the right perspective. Taking 10 is not something the character does in-game, it is something the player decides to do to resolve a mechanical function of the game that is used to simulate real life.

I just don't think the Take 10 rules make any sense taken from the perspective of the character. No one in their right might would make an "average" attempt at completing a task that was that important. Even someone who is highly trained and proficient with a task, would not "half-ass" it because they are just that cool, if they knew failure could mean death or at least serious damn injury.

EDIT--HEY! I don't know who you are, but no fair deleting your post after I started to reply.

Liberty's Edge RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Bob Jonquet wrote:
EDIT--HEY! I don't know who you are, but no fair deleting your post after I started to reply.

LOL

Sorry, It looked like I had duplicated my post (my intenet + these boards have done that before) and I thought I was deleting my duplicate post...only it wasn't a duplicate but my original.

It didn't seem to be worth it as I was replying to someone very early on.

My basic point was that there are a number of non critical things we do everyday that we just do (take 10) and that take 10 is a reasonably realistic representation of that. Otherwise there would be wildly different results when performing basic daily tasks.

**Edit** Quote I was replying to added below:

Spoiler:
Ninjaiguana wrote:

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.


Yes, the Take 10 rules are not as simple as the paragraph in the rule book makes them seem. Yes, there will always be GM variation on how it is applied and what prevents it's use. No, the chance of failure on it's own is not enough to prevent Taking 10.

I do not believe that the chance of taking damage because of a failure is enough to prevent Taking 10. That situation is specifically called out in the Take 20 rule as preventing the use of Take 20, so if it did the same thing with Take 10, it would have said so.

Do I believe that the chance of taking damage in certain situations could prevent the use of Take 10? Yes, mainly when the failure would result in major damage or death, like triggering a fireball trap and you have no idea how powerful the explosion will be. This would definitely be enough of a distraction to make a character too nervous and/or stressed to Take 10. Or if you are disarming a needle trap and you have no clue what poison could be on it. But if you can tell that the poison on the needle is minor and will only make you sick or put you to sleep for a few rounds, then Take 10 is fine with me.

As for climbing, if there are no distractions while you are climbing, I do not care if the climb is 20 feet or 200, you can Take 10 all the way to the top. But when the wind starts gusting or the harpies start circling, you are going to roll because something like that would be enough distraction/stress to require it.

And even though I may allow Take 10 to be used in more situations that other GMs, frankly I wish the rule had some minimum requirement to use it, regardless of situation, such as needing at least one point in the skill, trained or untrained.

The Exchange 5/5

I can see no difference in the stress level between a Climb check made at 100 feet, and a Disable Device check made to remove a needle trap.

(Edit: on reflection yes I can. the PC can walk away from the trap if the stress is bothering him, take a few rounds and get some help from his buddies. In the Climb check he can't walk away and have a beer with his buds before going back to do the deed. I would think the stress level is less. In fact, repeatedly in games and on the board here I have been told (or have seen other characters been told) that "traps don't kill you in PFSOP - why don't you run something useful, like a cleric." Which would indicate that the climb check is MORE deadly.)

The Exchange 5/5

I figured it would be best to push this thread back onto the original track, as we are wondering again.

Michael VonHasseln wrote:

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

T-10 rule:

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 Spoiler box is my addition to Michaels post.

the questions the OP seems to be raising are thus:
1) What situations, out side of combat, would you GMs constitute as "distractions or threats"?

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

3) Does the chance of catastrophic failure (i.e. falling while using Acrobatics, etc.) automatically prevent the Take 10 rule?

Looks simple enough. Just three answers are called for.

So Judges - have we gotten answers for the three questions above? and has this thread helped you form those answers?

my answers:

At this point I am not sure if I can answer any of them - except maybe #2 which I would answer thus: I can think of no skills that are used ONLY in combat.

(and in answere to my questions: this thread has NOT been helpful to me. At the start I knew the answers I would give. At this point, I do not know how to answer them at a PFSOP table, and am leaning to just not allowing the rule at my Society table.)

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

Rule as you will, Nosig. I have faith that you will be judging from how you perceive the rule to work, and it will be no less a good PFS experience for your players than they would have at any other table. Be prepared (which you have already shown you are!) for table variance with other GMs, but enjoy the game nonetheless. My only advice, never walk away from a table because you fear the GMs ability to judge a game; I have learned something new every time I have sat a table with a new GM. Some of the most obscure rules see light that way... rules you might have missed. This especially true if you played/ran for an Organized Play system with 3.5 rules. some of the intuitive responses we have are built upon that foundation, but have changed. A newer GM who has only EVER ran Pathfinder might still teach you something!

The Exchange 5/5

Michael VonHasseln wrote:
Rule as you will, Nosig. I have faith that you will be judging from how you perceive the rule to work, and it will be no less a good PFS experience for your players than they would have at any other table. Be prepared (which you have already shown you are!) for table variance with other GMs, but enjoy the game nonetheless. My only advice, never walk away from a table because you fear the GMs ability to judge a game; I have learned something new every time I have sat a table with a new GM. Some of the most obscure rules see light that way... rules you might have missed. This especially true if you played/ran for an Organized Play system with 3.5 rules. some of the intuitive responses we have are built upon that foundation, but have changed. A newer GM who has only EVER ran Pathfinder might still teach you something!

For Michael:

Sorry Michael - I am just not sure how the rule is to be run in Society games. There are a number of rules I do not like but understand. I inforce them at my PFSOP tables because those are the rules of the campaign and in your words "a degree of variance in GMing, which we strive to keep in check in Organized Play". That way, when I teach someone at my table and he goes to yours, he knows how you are going to treat him.

As a player, I think at this point I will just go back to ensureing that I get as many possible re-rolls available as possible and max out the skills I feel are important. Basicly pre-Take 10 days. That way I can just not use the T-10 rule in PFSOP, and treat it as one of those home game only rules (like crafting).

Please be asured that I would never walk away from a table with a judge I do not know. (There is only two persons currently in PFSOP whose tables I will excuse myself from.) I really like playing with/for new people. It's one of the reasons I like OP. The only time I can see myself walking away from a table with a unknown judge is if they asked me to.

And I very much enjoy playing for beginers - both Judges and players. I have been teaching both for more than 30 years, I would have stopped long ago if it wasn't fun. Older, jaded players/judges now, hmmm ... ;)

The Exchange 5/5 RPG Superstar 2010 Top 16

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Bob Jonquet wrote:
I just don't think the Take 10 rules make any sense taken from the perspective of the character. No one in their right might would make an "average" attempt at completing a task that was that important. Even someone who is highly trained and proficient with a task, would not "half-ass" it because they are just that cool, if they knew failure could mean death or at least serious damn injury.

Bob, I don't see "taking 10" as half-assed. (I would see "taking 0" as half-assed, not even trying.)

Let's say taking 10 were the norm. Then rolling the die is the game mechanic for taking chances. It's going with your gut, rather than relying on your training. "I don't know if this will work..." If you're defusing a bomb, it's pulling on the red wire without checking to see if it's the primer or detonator first. If you're right, you've done a much better job defusing the bomb, maybe defusing a device much trickier than you're trained to handle, because you decide to roll the dice and you get lucky. If you're wrong ...

If you're climbing a rope, rolling for the success is trying those techniques you've seen people better than yourself do, and maybe it works but maybe you slip and fall. Your friends tell you to quit clowning around. Taking 10 is following standard procedure. Whether you're allowed to do that or not shouldn't be based on how long the rope is, or how hard the fall hurts if you *do* screw up. But it makes sense to me that you can't use standard operating procedures in a situation they didn't cover, like when there's ogre children throwing rocks down at you from the ledge you're trying to reach.

At least, that's the perspective I bring to the table when I'm the GM. I appreciate that others might have a different attitude.

The Exchange 5/5

How do we minimise "the degree of variance" we will be bringing to the table as Judges in Organized Play?

Different Judges will rule things differently - but they should at least rule Rules the same. Otherwise we get Judges saying "I don't care what the Rules say - you can't do that at my table!" (please control your knee-jerk response here, I am not attacking you. What if the Judge in question is objecting to you playing a character of a different gender? Male playing a female halfling for example. I've had a judge who objected to this.)

The Exchange 5/5

nosig wrote:

How do we minimise "the degree of variance" we will be bringing to the table as Judges in Organized Play?

Different Judges will rule things differently - but they should at least rule Rules the same. Otherwise we get Judges saying "I don't care what the Rules say - you can't do that at my table!" (please control your knee-jerk response here, I am not attacking you. What if the Judge in question is objecting to you playing a character of a different gender? Male playing a female halfling for example. I've had a judge who objected to this.)

In regards to the variance, I don't think there is going to be a lot that we can do about it. From my understanding, the rule was written and left as is (switching from previous editions to pfrpg) with the intent that it was something left to the judges discretion (oh nos!!!!!).

So the best we can do is if you have a huge issue with always wanting to use it (as Nosig has described) then your best bet is to get to the game early and talk with the judge. Explaining the situation will help them to determine ahead of time what their stance is going to be and the player can decide if they want to sit at that table or not.

For me it comes down to the fact that the player has certain specifications that they want to play under and they are the one that needs to make the decisions about sitting at the table. I don't tell you that you cannot sit at my table if you want to take 10 all the time.
However, I will tell you that you can't take 10 and you have to actually pick up the dice and roll if I feel the conditions are not favorable to being un-distracted.

I think this thread has been good in that it has highlighted how different people have interpreted this (which was kind of the intent no?). But in the end we, as judges, will have to make a decision on the fly when gaming and that's what we do.


Bob Jonquet wrote:
Is it really so bad to bad a GM rule one way or the other.

That would be the case for allowing house rules in organized play. Is it really so bad?

In my opinion it is, as in a home campaign you can build a PC based on knowledge of these house rules and can understand them.

Meanwhile in a 4 hour slot you won't even be able to learn them all let alone be able to adjust to them.

As to your lack of view on take 10 in game, I agree with Chris's perspective on it. The take 10 is the mechanical representation of what you normally do when trying to do something.

From responses I've seen in these threads there are a number of judges that dislike the take 10 rule by seeing it 'as gaming the system' or 'taking away the fun from (making others) rolling the dice', etc.

-James

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