Is it common for GMs to disallow take 10 / take 20?


Pathfinder Society

301 to 350 of 354 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Grand Lodge 4/5

3 people marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber

So, how about them Take 10 rules?

Sczarni 5/5 5/55/5 ***

Also, as I keep getting misquoted, I have never once mentioned "center" or "middle" of squares. That's not how Pathfinder determines distance. When moving along a grid, you move from square to square. Where you're at in that square is irrelevant. This same line of thinking destroys discussion about reach combat. "Yeah, I have a reach weapon, but I'll just stand at the back of my 5ft square so I can hit him."

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Lab_Rat wrote:

Why are people assuming that just because a character is in a 5-foot square that they must stand in the center of that square and that any action is taken from the dead center?

Can't I start my jump from the edge of my square? Thus rolling a jump check DC of 6 completely clear the adjacent square. Mechanically I would have jumped 6-feet, cleared the 5-ft chasm of doom, and spent 10 feet of movement to do so.

Because like it or not, your movement is in squares not feet. D20 and it's descended games are tatical wargames. This is why you have rules text that says that speed increases of less than 5 feet are treated as no increase at all.


I think N N 959 has the best argument. It's a 15' thing. A DC is given for a 15' jump. It seems pretty obvious that's the DC for making a 15' jump. You could argue that you need to jump an extra foot to account for actually being a little on both sides of the gap, but even that's nitpicky.

If there are arbitrary lines on the floor 15' apart and I jump exactly 15' from the first line, I'm not actually falling short of the 2nd line.

1/5

BigNorseWolf wrote:
Nefreet wrote:

It's interesting to read what people think is "simple and straightforward".

I believe jumping 5ft and landing in your adjacent square is simple and straightforward. Just like walking 5ft.

Others believe that jumping 5ft and landing two squares away is simple and straightforward.

One of these interpretations seems strongly simpler than the other.

You're stuck on squares. You say you need a dc 10 to clear a 5 foot gap. The rules clearly say its 5.

The only contradiction there is if you're stuck in a square paradigm where you CAN"T leap from one corner to another. Think outside the box.

If this has to go on any longer (I didn't think it could after I found the chart) it should probably go to the rules forum.

The chart you quoted reinforces the need to jump extra. If you jump 5ft you only moved 5ft which puts you in the pit. If you jump 10ft you moved 10ft which clears a 5ft pit.

Sovereign Court 1/5

Steven Schopmeyer wrote:
So, how about them Take 10 rules?

I think they've got a shot at winning the division if they can add another arm in the bullpen.

Sczarni 5/5 5/55/5 ***

thejeff wrote:
It's a 15' thing. A DC is given for a 15' jump. It seems pretty obvious that's the DC for making a 15' jump.

And yet, how many feet are you actually moving?

20ft.

The Exchange 3/5

Steven Schopmeyer wrote:
So, how about them Take 10 rules?

I really like this thread for the first 70 or so posts but now it has become a rules discussion on jumping across pits.

In the beginning it was really interesting to hear about other people's opinion on the take 10 rules as well as the take 20 rules but I've mostly checked out for jumping over pits.


Nefreet wrote:
TOZ wrote:
Nefreet wrote:

It's interesting to read what people think is "simple and straightforward".

I believe jumping 5ft and landing in your adjacent square is simple and straightforward. Just like walking 5ft.

Others believe that jumping 5ft and landing two squares away is simple and straightforward.

One of these interpretations seems strongly simpler than the other.

I believe jumping 5ft allows you to land on the other side of a 5ft gap and keep going.

Others believe that jumping 5ft requires you to check again to see if you fall into the 5ft gap.

One of these interpretations seems strongly simpler than the other.

Fascinating, isn't it?

Someone else mentioned that every time this discussion comes up, it's "mind boggling".

I agree.

I'll ask explicitly: If you were GMing and a 15' gap came up, would you tell me the DC for jumping it?

Or would you make me look up the rules and calculate it (simple as they are:) and hope I understood them the same way you did?

5/5 5/55/55/5

Chess Pwn wrote:
The chart you quoted reinforces the need to jump extra. If you jump 5ft you only moved 5ft which puts you in the pit. If you jump 10ft you moved 10ft which clears a 5ft pit.

....No.

Sczarni 5/5 5/55/5 ***

To be fair, the 150 posts after the first 70 were predominantly 2 ppl going back and forth.

3/5 RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Nefreet wrote:
thejeff wrote:
It's a 15' thing. A DC is given for a 15' jump. It seems pretty obvious that's the DC for making a 15' jump.

And yet, how many feet are you actually moving?

20ft.

Why are you jumping from 2.5 feet before the pit starts, and requiring that you land 2.5 feet past the edge to keep from falling in?

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

2 people marked this as a favorite.

I have been saying this since the days of v3.5, as long as we continue to use both analog (feet) and digital (squares) distance interchangeably to describe the game mechanics, there will always be times when one or the other (or both) fail to adequately resolve the issue at hand. The only solution to eliminate the conflict is to either switch to strictly analog, like a miniatures wargame using tape measures to determine distances, or we go digital, eliminating all traditional references to distance and use the "square" as the base unit of measure. YMMV

1/5

LazarX wrote:
N N 959 wrote:
In fact, I had one PFS GM on a PbP forum create a house rule in all of his games that you could only T20 once per scenario. The forum coordinator did nothing to stop it.
Did you make a protest? And keep in mind that a forum coordinator on a message board isn't necessarily a PFS coordinator. If you have a problem with how a PFS judge is running games, you need to speak to the PFS VO above that venue, in this case the PFS Online VO's.

Kind of. This was a PbP GM. The "event"coordinator knew what he was doing because that GM posted his house rules on the forum muster for each game. At one point I PM'd Michael Brock who said he was willing to talk to said GM. In the end, I decided it wasn't worth wasting MB's time. Maybe that was the wrong decision since I've seen him go on to commit major PFS violations. In any event, I just never played in any of his games after he started doing that and refused to play in the group of GMs.

The "event" coordinator became furious with my continual espousal of the PFS rules and kicked me out of the group. I was asked back after that even coordinator left, but I refuse to play in that group because they support that GM who routinely imposes house rules.


Nefreet wrote:
thejeff wrote:
It's a 15' thing. A DC is given for a 15' jump. It seems pretty obvious that's the DC for making a 15' jump.

And yet, how many feet are you actually moving?

20ft.

Actually 30' since I'm taking a 10' running start or the DC is doubled. Nor, by all the jumping I've done or seen in my life am I coming to a complete stop exactly where I land.

Not all of the move is jump.

But really, I don't care. Will you tell me the DC in game so that we don't have cross assumptions about how the rules work?

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
Nefreet wrote:
thejeff wrote:
It's a 15' thing. A DC is given for a 15' jump. It seems pretty obvious that's the DC for making a 15' jump.

And yet, how many feet are you actually moving?

20ft.

Which only matters if you don't have 20ft of movement to use. Or are you saying I can't take that 5ft of movement after making a 15 on my Acrobatics?

Sczarni 5/5 5/55/5 ***

thejeff wrote:

I'll ask explicitly: If you were GMing and a 15' gap came up, would you tell me the DC for jumping it?

Or would you make me look up the rules and calculate it (simple as they are:) and hope I understood them the same way you did?

I correct people on this all the time, whether I'm GMing or playing. Reading this thread and seeing people getting it wrong is what prompted me to post.

For me, it's simple. How many squares are you moving? 4? So, 20ft? Then the DC to jump that 20ft is found in the CRB. It's DC 20.

Sovereign Court 1/5

Yay! We have a jumping pits rules thread now!

http://paizo.com/threads/rzs2sbqb?What-is-the-DC-to-leap-across-a-ten-foot- wide

3/5 RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Nefreet wrote:
thejeff wrote:

I'll ask explicitly: If you were GMing and a 15' gap came up, would you tell me the DC for jumping it?

Or would you make me look up the rules and calculate it (simple as they are:) and hope I understood them the same way you did?

I correct people on this all the time, whether I'm GMing or playing. Reading this thread and seeing people getting it wrong is what prompted me to post.

For me, it's simple. How many squares are you moving? 4? So, 20ft? Then the DC to jump that 20ft is found in the CRB. It's DC 20.

Absolutely, you need 20 feet of movement. But only 15 of that is pit, so that's how much you need to be in the air for.


Nefreet wrote:
thejeff wrote:

I'll ask explicitly: If you were GMing and a 15' gap came up, would you tell me the DC for jumping it?

Or would you make me look up the rules and calculate it (simple as they are:) and hope I understood them the same way you did?

I correct people on this all the time, whether I'm GMing or playing. Reading this thread and seeing people getting it wrong is what prompted me to post.

For me, it's simple. How many squares are you moving? 4? So, 20ft? Then the DC to jump that 20ft is found in the CRB. It's DC 20.

Will you correct me or give the DC before I roll or decide to Take 10? I think you're saying you will, but it's not entirely clear.

That's why I'd rather just be given the DCs for such things rather than hope I'm remember the rule correctly.

5/5 5/55/55/5

Nefreet, I'm sorry but I can't consider that interpretation even acceptable table variation, much less something you're correcting someone else on. You could not accomplish anything with a DC 5 jump check by your interpretation, and yet there is one there.

1/5

BigNorseWolf wrote:
Chess Pwn wrote:
The chart you quoted reinforces the need to jump extra. If you jump 5ft you only moved 5ft which puts you in the pit. If you jump 10ft you moved 10ft which clears a 5ft pit.
....No.

... YES!

Quote:
he base DC to make a jump is equal to the distance to be crossed (if horizontal)

If you make a 5ft jump you land in the square next you you. If you want to clear the square next to you and land in the next square you're jumping 10ft, thus DC 10.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
Quadstriker wrote:

Yay! We have a jumping pits rules thread now!

Linkified.


LazarX wrote:


Because like it or not, your movement is in squares not feet. D20 and it's descended games are tatical wargames. This is why you have rules text that says that speed increases of less than 5 feet are treated as no increase at all.

Descended from tactical wargames, yes, but ones that weren't played on a grid. They were played on a tabletop with distances measured by rulers and tape measures and didn't have to conform to a grid.

4/5

Nefreet wrote:
Also, as I keep getting misquoted, I have never once mentioned "center" or "middle" of squares. That's not how Pathfinder determines distance. When moving along a grid, you move from square to square. Where you're at in that square is irrelevant. This same line of thinking destroys discussion about reach combat. "Yeah, I have a reach weapon, but I'll just stand at the back of my 5ft square so I can hit him."

The issue is that your position is centered on the proposition of jumping in a vacuum. I certainly agree that a character making a standing jump from their current square with no other implied movement would fall into an adjacent 5' pit on an Acrobatics result of 5. This situation almost never happens, though. A long jump virtually always occurs in the course of regular movement. What you've described is somewhat space bending if incorporated into regular movement.

As I said, if I'm moving a total of 20' and there's a 10' pit in the middle of that movement, why would 15' of that movement need to be a jump?

1/5

Nefreet wrote:
Also, as I keep getting misquoted, I have never once mentioned "center" or "middle" of squares. That's not how Pathfinder determines distance. When moving along a grid, you move from square to square. Where you're at in that square is irrelevant. This same line of thinking destroys discussion about reach combat. "Yeah, I have a reach weapon, but I'll just stand at the back of my 5ft square so I can hit him."

No one is misquoting you or claiming this. However, it is the logical conclusion of how the character is behaving if he must jump 10-feet in order to clear a 5-ft gap. It is also an obvious way to visualize the issue at hand.

We could also take this from a different perspective and not center the gap in a square. What if the gap was off center with half in one square and half in the other? Now all of a sudden that same 5ft gap only needs a 5-ft jump (DC5) rather than a ten foot jump (DC10).

I have issues with a system that changes in DC depending on how the obstacle lines up with an arbitrary grid.

I much prefer that the 5-ft gap requires a DC5 check no matter how its oriented.

Sczarni 5/5 5/55/5 ***

thejeff wrote:
Nefreet wrote:
thejeff wrote:

I'll ask explicitly: If you were GMing and a 15' gap came up, would you tell me the DC for jumping it?

Or would you make me look up the rules and calculate it (simple as they are:) and hope I understood them the same way you did?

I correct people on this all the time, whether I'm GMing or playing. Reading this thread and seeing people getting it wrong is what prompted me to post.

For me, it's simple. How many squares are you moving? 4? So, 20ft? Then the DC to jump that 20ft is found in the CRB. It's DC 20.

Will you correct me or give the DC before I roll or decide to Take 10? I think you're saying you will, but it's not entirely clear.

That's why I'd rather just be given the DCs for such things rather than hope I'm remember the rule correctly.

I don't know what you question really is, here.

I'm not some vindictive, punitive GM who's just waiting for a player to slip up.

If any player incorrectly recalled a rule, and rolled dice thinking the DC was X, I'd correct them if I caught it, and give them a chance to reevaluate their action.

1/5

BigNorseWolf wrote:
Nefreet, I'm sorry but I can't consider that interpretation even acceptable table variation, much less something you're correcting someone else on. You could not accomplish anything with a DC 5 jump check by your interpretation, and yet there is one there.

You can jump to the square next to the one you're in. Now if you need or want to do this isn't all the time, but it's what you could accomplish.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Nefreet wrote:
thejeff wrote:

I'll ask explicitly: If you were GMing and a 15' gap came up, would you tell me the DC for jumping it?

Or would you make me look up the rules and calculate it (simple as they are:) and hope I understood them the same way you did?

I correct people on this all the time, whether I'm GMing or playing. Reading this thread and seeing people getting it wrong is what prompted me to post.

For me, it's simple. How many squares are you moving? 4? So, 20ft? Then the DC to jump that 20ft is found in the CRB. It's DC 20.

The point is that your entire movement doesn't have to be that jump. No one (I think) disagrees that you're moving 20 ft. But the question is how far are you jumping. If there's a 1 ft wide river of lava, how far do I have to jump to clear it? I'm on board with an extra foot, but not the full 5 ft.

Sczarni 5/5 5/55/5 ***

BigNorseWolf wrote:
Nefreet, I'm sorry but I can't consider that interpretation even acceptable table variation, much less something you're correcting someone else on. You could not accomplish anything with a DC 5 jump check by your interpretation, and yet there is one there.

You can absolutely jump 5ft. Trip wires come to mind. And the DC would be 5.

1/5

Nefreet wrote:
thejeff wrote:
It's a 15' thing. A DC is given for a 15' jump. It seems pretty obvious that's the DC for making a 15' jump.

And yet, how many feet are you actually moving?

20ft.

That's right. You move 20ft. You jump 15. Per RAW, the DC is the distance "crossed" while jumping, which is 15. But on the map I need to move 20ft to get into the next square.

Not really understanding the confusion here.

Silver Crusade 3/5

1 person marked this as a favorite.

Suppose there is a 4-foot gap. Not 5 feet, but 4 feet. The way the map is drawn, this gap extends 2 feet into the square your character is standing in, and 2 feet into the next square.

Your character wants to standing broad jump this 4-foot gap (no running start). He only needs to land in the square next to him. What is the DC for this jump?

Spoiler:
DC 8

Now the character faces another gap, this one is 5 feet. It extends from the midpoint of the square he's in to the midpoint of the adjacent square. What is the DC for this jump (with no running start)?

Spoiler:
DC 10

Now the character comes to a third gap, this one is identical to the second gap. The only difference is that the grid lines are aligned to the edges of the gap, so the gap begins at the edge of the square your character is standing in and ends at the far edge of the adjacent square (the one with the gap). What is the DC for this jump (with no running start)?

Spoiler:
DC 10. It is the same distance as the second gap. It is not DC 20 now just because the grid lines are in a different place.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

1 person marked this as a favorite.
Nefreet wrote:
thejeff wrote:

I'll ask explicitly: If you were GMing and a 15' gap came up, would you tell me the DC for jumping it?

Or would you make me look up the rules and calculate it (simple as they are:) and hope I understood them the same way you did?

I correct people on this all the time, whether I'm GMing or playing. Reading this thread and seeing people getting it wrong is what prompted me to post.

For me, it's simple. How many squares are you moving? 4? So, 20ft? Then the DC to jump that 20ft is found in the CRB. It's DC 20.

We aren't getting it wrong. We are interpreting it differently. We look at the table and see '5 feet' as the distance to be cleared. You look at the table and see '5 feet' as the distance you jump.

Sczarni 5/5 5/55/5 ***

And the table is showing the distance you jump, not the distance of the obstacle.

1/5

Nefreet wrote:
And the table is showing the distance you jump, not the distance of the obstacle.

That's exactly right. I only need to jump across the gap. I don't need to jump the full 20ft to move across a 15' gap. As best as I can tell, you seem to be under the impression that a character has to jump the entire 20ft. I don't see that stated in the rules.


Nefreet wrote:
And the table is showing the distance you jump, not the distance of the obstacle.

Why do you need to jump 5' farther than the obstacle?

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Nefreet wrote:
And the table is showing the distance you jump, not the distance of the obstacle.

No it doesn't.

PRD wrote:
The base DC to make a jump is equal to the distance to be crossed

You don't need to cross 10 feet of space to jump a 5' pit.

Silver Crusade 3/5

Nefreet, please consider my post above, especially examples 2 and 3. What would you rule the DCs to be for those examples?

Dark Archive 4/5 5/5 *

As the jumping discussion is irrelevant to the thread topic, perhaps it should all move to the rules thread on jumping now.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

4 people marked this as a favorite.
Keith Apperson wrote:
As the jumping discussion is irrelevant to the thread topic, perhaps it should all move to the rules thread on jumping now.

I would, but I can't Take 10 on that because there is a danger that someone on the internet is wrong.

5/5 5/55/55/5

2 people marked this as a favorite.
Keith Apperson wrote:
As the jumping discussion is irrelevant to the thread topic, perhaps it should all move to the rules thread on jumping now.

Its a process.

Sovereign Court 1/5

1 person marked this as a favorite.

If I name my character Dave Brubeck can I at least Take 5?

1/5

Quadstriker wrote:
If I name my character Dave Brubeck can I at least Take 5?

pu...

Sczarni 5/5 5/55/5 ***

The Fox wrote:
Nefreet, please consider my post above, especially examples 2 and 3. What would you rule the DCs to be for those examples?

I feel the odd numbers only distract from the discussion. Grid lines are also irrelevant. All that matters is the distance crossed with your jump.

Grid lines don't exist in game. We as players need them to judge distance, but a 4ft gap to a PC is a 4ft gap regardless of grid lines. I would also rule that diagonals would be irrelevant, but that's more a general rule of movement, and I wouldn't fault a GM for counting 2 diagonals of a leap as 15ft.

Whether it's a pit or flat land, all that matters is the distance you're traveling. When the Olympics count how far a person jumps, it's their total distance, not their total distance minus 5ft.

Sczarni 5/5 5/55/5 ***

But I agree we should take this discussion over to the other thread.

The Exchange 5/5 RPG Superstar 2010 Top 16

Steven Schopmeyer wrote:


This particular argument is irrelevant, as the reroll can only happen before you know the results anyway.

Point taken.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Chess Pwn wrote:
You're stuck on squares. You say you need a dc 10 to clear a 5 foot gap. The rules clearly say its 5.

Remember that standard jumping difficulties assume a 10 foot running start.

Grand Lodge 2/5

Any further discussion about the DC for jumping across a gap I'm going to start flagging for off-topic. I'd rather not have to do that so if you could continue any further such conversation HERE it'd be much appreciated.

Liberty's Edge 5/5

I believe the width of the pit, not width +5, is the distance you need to jump to clear the pit.

Grand Lodge 4/5

thejeff wrote:
I'll ask explicitly: If you were GMing and a 15' gap came up, would you tell me the DC for jumping it?

I would tell you if you asked. ;)

Some players don't want to know - the mystery of the number they need is part of the fun for them. For everyone else, sure.
And then I'd let you take a 10 unless you're in combat or otherwise threatened. :)

thejeff wrote:
Or would you make me look up the rules and calculate it (simple as they are:) and hope I understood them the same way you did?

Hell no! PFS is a 'game' right? And games are about having fun. I'm pretty sure that the most fun to be had at my table will NOT be arguing over whether you can make that jump. In 30 years of GMing I've yet to come across a scenario whose main drama or story comes from jumping a 15' pit...

301 to 350 of 354 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Organized Play / Pathfinder Society / Is it common for GMs to disallow take 10 / take 20? All Messageboards

Want to post a reply? Sign in.