Can I choose to take 10 on my reroll?


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1/5

The Morphling wrote:
The reason for this call is the fundamental nature of what taking 10 means. If you're taking 10, you're performing the action in a different way than if you're rolling a d20. You're doing a routine, stress-free attempt where you effortlessly do an average job. You can't decide to lazily do a routine jump over a pit, and then, mid-way across the gap, decide "I'd better make sure I give this one my all!" and then retroactively have thrown your weight into it in a desperate attempt to leap as far as possible - or vice versa. You can't fling yourself into empty space with every scrap of muscle you possess, only to slip at the last moment, and then say "Now that I'm about to die, I'll just retroactively have been calm and unhurried when I made this jump."

Ah I see that we have different takes on take 10 then. My interpretation is that if I'm not in immediate danger or distracted I can calculate your result as if you had rolled a 10. Not that Doing a take ten was different than calculating the result as if I had rolled a ten but instead was a completely different way of doing the check. But this does explain a lot of why you have your views. I thank you for clearing that up.

The Morphling wrote:
A reroll represents getting another chance at an unlucky roll, not a revision of the actions taken. Taking ten is fundamentally different than rolling the die, and allowing players to "take 10" on a reroll is letting them rewind time and perform a different action than they already performed. Rerolling doesn't let a player change their actions - only the result of an action that's already locked in.

See and again this is the same as before. you view take 10 as some special way of doing skills while I view it as allowing me to calculate the result of my check as if I had rolled a 10. Thus there is no more rewinding than ANY reroll would make for.

The Morphling wrote:
Especially in a system where rerolls have built-in bonuses, letting people do this invites exploitation. Much better to disallow the option and leave rerolls as they're clearly intended to be - a second chance, not an automatic get-out-of-jail-free card.

Rerolling isn't a get-out-of-jail-free card, and taking 10 on the reroll isn't either. There's some knowledge you want and you roll a 4, reroll and take 10 with 2 stars for a 12, well if a 12 isn't high enough to beat the DC then you still failed. And remember, the take 10 reroll is only being considered in an instance that the original check could have been a take 10. I think you understood that but I want to make sure it's clear. So it's only an automatic get-out-of-jail-free card if you know that you only knew a 10+stars to succeed and you got a roll less than that.

Shadow Lodge 4/5

Pathfinder Adventure Path, Lost Omens Subscriber

Yeah. It's ambiguous enough that there's no clear answer. It'd be a good FAQ topic for the dev team to address. Typically I despise ambiguity in PFS. Table Variation is my bane! But it's impossible to get rid of all of it.

Silver Crusade 2/5

The Morphling wrote:

The reason for this call is the fundamental nature of what taking 10 means. If you're taking 10, you're performing the action in a different way than if you're rolling a d20. You're doing a routine, stress-free attempt where you effortlessly do an average job. You can't decide to lazily do a routine jump over a pit, and then, mid-way across the gap, decide "I'd better make sure I give this one my all!" and then retroactively have thrown your weight into it in a desperate attempt to leap as far as possible - or vice versa. You can't fling yourself into empty space with every scrap of muscle you possess, only to slip at the last moment, and then say "Now that I'm about to die, I'll just retroactively have been calm and unhurried when I made this jump."

A reroll represents getting another chance at an unlucky roll, not a revision of the actions taken. Taking ten is fundamentally different than rolling the die, and allowing players to "take 10" on a reroll is letting them rewind time and perform a different action than they already performed. Rerolling doesn't let a player change their actions - only the result of an action that's already locked in.

Especially in a system where rerolls have built-in bonuses, letting people do this invites exploitation. Much better to disallow the option and leave rerolls as they're clearly intended to be - a second chance, not an automatic get-out-of-jail-free card.

I disagree wholeheartedly with this. Taking 10 is not something the -character- does. It is something the -player- does to reduce variance on a roll. As quoted before:

PRD 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.

Grand Lodge 5/5

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You aren't Rolling 1d20, you are Re-Rolling 1d20. I don't view this as the same, and I suspect many GMs in my area might agree.

Silver Crusade 3/5

Quintin Verassi wrote:
You aren't Rolling 1d20, you are Re-Rolling 1d20. I don't view this as the same, and I suspect many GMs in my area might agree.

At least one disagrees. ;)

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber
The Morphling wrote:
John Francis wrote:

You're injecting your own personal preferences into the game.

All the rules have to say about "Taking 10" is that you may choose to take 10 instead of rolling the d20. That applies just as much to a re-roll as it does to an initial roll.

Excuse me, this is an area where the rules say absolutely nothing. There's a reason this game has a Game Master instead of just a text print-out, and that's so she can make judgment calls when there's ambiguity.

My ruling is that no, you may not take 10 on a reroll, and you cannot reroll if you already decided to take 10, and I am perfectly within my rights and within the responsibility as a GM to do so. Your snide comment that my judgment call is invalid because you disagree with it is not welcome or helpful.

Chess Pwn wrote:

So you're saying if I chose to roll the first time and use the reroll that I'm stuck with that choice and would have to roll the reroll, But if I take ten and then use the reroll I'd have to roll or you'd remove my GM stars bonus? How would you legally remove my GM stars?

This isn't seeming very consistent ruling and more like take 10 hate.

Ok, this just seems to be misreading what I wrote. You can't take 10 on a reroll at my table, and you can't reroll if you already chose to take 10. I'm not "removing your GM star bonus" or something, and I have no idea why you think I said that.

TetsujinOni wrote:

One common use (brickbats coming, I'm sure):

I haven't used my reroll yet.

Day Job Checks. I take ten, burn my reroll, and take 15....

A perfect example of why this shouldn't be allowed.

How is that something which shouldn't be allowed?

Grand Lodge 5/5

Indeed, and for when GMs disagree they have this thing that rears its' head called Table Variation. I can understand an opposing point of view, but I am still entitled to mine unless Paizo makes a clearer ruling. The big thing is not to get bogged down in pointless arguing at the table though.

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