Brian Bachman |
Am I the only one who finds that heavy use of the Take 10 mechanic, resulting in frequent autosuccesses, is kind of boring?
I do think there are some things that are just so easy that they should automatically succeed. You don't need to make a check to jump across a three foot puddle for example (OK, maybe halflings, gnomes and feeble characters do). But in those cases, no roll should even be made and it should just be described narratively.
I also have no problem with the Take 20 rule, as use of that is not applicable to many skills and is dependent on having time to concentrate on the task.
I'm talking about the times when a character doesn't have enough skill points to succeed automatically by rolling the dice, but by using the Take 10 mechanic can eliminate any chance of failure.
I kind of think that the possibility of losing or failure is an essential part of any game, and adds spice. The Take 10 mechanic, particularly combined with known DCs, in my mind, makes it less of a game and more of a math/character building exercise.
Just curious if anyone else feels the same way.
Morgen |
I don't see it taking the game out of anything, I see it as a very useful tool for speeding up the game so that it continues at a good pace.
It's there to save time from having to make little checks on things like climbing up a ladder, swimming across a calm stream and things like that. It's perfect for things that you should technically make checks on but if your not in any kind of rush it'd be ridiculous to fail at.
Also don't forget that you can “take 10” on a check only when you are not threatened or distracted too, so it's not a fail safe for everything.
cibet44 |
Am I the only one who finds that heavy use of the Take 10 mechanic, resulting in frequent autosuccesses, is kind of boring?
I do think there are some things that are just so easy that they should automatically succeed. You don't need to make a check to jump across a three foot puddle for example (OK, maybe halflings, gnomes and feeble characters do). But in those cases, no roll should even be made and it should just be described narratively.
I also have no problem with the Take 20 rule, as use of that is not applicable to many skills and is dependent on having time to concentrate on the task.
I'm talking about the times when a character doesn't have enough skill points to succeed automatically by rolling the dice, but by using the Take 10 mechanic can eliminate any chance of failure.
I kind of think that the possibility of losing or failure is an essential part of any game, and adds spice. The Take 10 mechanic, particularly combined with known DCs, in my mind, makes it less of a game and more of a math/character building exercise.
Just curious if anyone else feels the same way.
The problem seems to be that your players seem to know the DC of the task at hand. If the players do not know the DC of the task at hand taking 10 is still a risk to them since they DO NOT know if getting a "10" will fail but getting an "11" will succeed.
Keep the DC a secret and let the players decide if they want to risk taking 10 or not. That's how I've always used it. Taking 10 should always be an option for the players but not always a success.
LilithsThrall |
I kind of think that the possibility of losing or failure is an essential part of any game, and adds spice. The Take 10 mechanic, particularly combined with known DCs, in my mind, makes it less of a game and more of a math/character building exercise.
Just curious if anyone else feels the same way.
I think this falls under the "the characters are heroes" trope. As heroes, routine actions shouldn't be nit-picked over. If they can make the skill with a "Take 10", then it's a routine action.
erik542 |
cibet has something there. Try fudging around the DC's a little and see if your players take 10 nearly as much. Taking 10 is really there for passing things that you really ought to pass. For example, climbing a long knotted rope. Average people can easily climb that, despite only having a climb check of ~+2-3.
Brian Bachman |
I don't see it taking the game out of anything, I see it as a very useful tool for speeding up the game so that it continues at a good pace.
It's there to save time from having to make little checks on things like climbing up a ladder, swimming across a calm stream and things like that. It's perfect for things that you should technically make checks on but if your not in any kind of rush it'd be ridiculous to fail at.
Also don't forget that you can “take 10” on a check only when you are not threatened or distracted too, so it's not a fail safe for everything.
The examples you give fall in the category of things where you shouldn't even be making a skill check, because there is literally no chance of failure.
I'm thinking more of things like social skill checks or Magical Crafting, when there is no threat or distraction, the DC is frequently known, and Taking 10 easily removes all chance of failure.
Brian Bachman |
Brian Bachman wrote:Am I the only one who finds that heavy use of the Take 10 mechanic, resulting in frequent autosuccesses, is kind of boring?
I do think there are some things that are just so easy that they should automatically succeed. You don't need to make a check to jump across a three foot puddle for example (OK, maybe halflings, gnomes and feeble characters do). But in those cases, no roll should even be made and it should just be described narratively.
I also have no problem with the Take 20 rule, as use of that is not applicable to many skills and is dependent on having time to concentrate on the task.
I'm talking about the times when a character doesn't have enough skill points to succeed automatically by rolling the dice, but by using the Take 10 mechanic can eliminate any chance of failure.
I kind of think that the possibility of losing or failure is an essential part of any game, and adds spice. The Take 10 mechanic, particularly combined with known DCs, in my mind, makes it less of a game and more of a math/character building exercise.
Just curious if anyone else feels the same way.
The problem seems to be that your players seem to know the DC of the task at hand. If the players do not know the DC of the task at hand taking 10 is still a risk to them since they DO NOT know if getting a "10" will fail but getting an "11" will succeed.
Keep the DC a secret and let the players decide if they want to risk taking 10 or not. That's how I've always used it. Taking 10 should always be an option for the players but not always a success.
I agree completely with keeping the DC a secret from your players as much as possible. Of course, that is hard to do when every player has a copy of the Core Rulebook sitting right there giving the DC for many of the things they are attempting.
Of course you can (and I regularly do) alter those DCs by applying appropriate situational modifiers, but there aren't always appropriate situational modifiers to apply. And, of course, there are a fair number of players on these boards who would accuse you of being a bad GM if you alter the written DCs, calling it DM dickery or GM fiat or some such thing.
Fatespinner RPG Superstar 2013 Top 32 |
I am a fan of the "take 10" rules because, as others have stated, it eliminates "silly failures."
Bear in mind that take 10 cannot be used in combat or during high-stress conditions (unless you're a high-level rogue with Skill Mastery), so most of the time, taking 10 is used to accomplish something suitably non-dramatic. I, for one, am all about glossing over the mundane and getting right to the meat of the adventure at hand.
If the barbarian has a +20 jump check and needs to clear a 10 foot gap with a running start, he shouldn't need to roll for that. The party can trust in his ability, he takes 10, clears the gap, and provides aid to the other party members (who probably CAN'T take 10 for an auto-success) to clear the obstacle.
Also bear in mind that a natural 1 does not auto-fail on a skill check either. In situations where a character's bonus is so high that they are literally incapable of failure (i.e. a natural 1 + their bonuses would still meet or exceed the DC), I waive the roll entirely (why bother?) and keep moving. I see taking 10 as just being a slightly upgraded version of this principle.
Brian Bachman |
cibet has something there. Try fudging around the DC's a little and see if your players take 10 nearly as much. Taking 10 is really there for passing things that you really ought to pass. For example, climbing a long knotted rope. Average people can easily climb that, despite only having a climb check of ~+2-3.
I agree with your interpretation of the intent. However, with known DCs for many things listed in the book, and optimizing players, it's pretty easy to get to autosuccess in a lot of skills that people shouldn't be automatically successful at.
Brian Bachman |
I am a fan of the "take 10" rules because, as others have stated, it eliminates "silly failures."
Bear in mind that take 10 cannot be used in combat or during high-stress conditions (unless you're a high-level rogue with Skill Mastery), so most of the time, taking 10 is used to accomplish something suitably non-dramatic. I, for one, am all about glossing over the mundane and getting right to the meat of the adventure at hand.
If the barbarian has a +20 jump check and needs to clear a 10 foot gap with a running start, he shouldn't need to roll for that. The party can trust in his ability, he takes 10, clears the gap, and provides aid to the other party members (who probably CAN'T take 10 for an auto-success) to clear the obstacle.
Also bear in mind that a natural 1 does not auto-fail on a skill check either. In situations where a character's bonus is so high that they are literally incapable of failure (i.e. a natural 1 + their bonuses would still meet or exceed the DC), I waive the roll entirely (why bother?) and keep moving. I see taking 10 as just being a slightly upgraded version of this principle.
I see where you are coming from, but don't necessarily agree that all failures of this sort are "silly". I don't think it is the spirit of the game that the only time you can possibly fail in your quest is in the final battle with the BBEG.
I agree with wiving the roll if there are enough skill points to succeed no matter what is rolled. I don't agree that taking 10 is only a slightly upgraded version of that. It is possible, taking 10, to autosucceed at something that if you rolled you would succeed only 45% of the time at. That's not slightly upgraded. That's moving from a Hyundai to a Porsche.
Fatespinner RPG Superstar 2013 Top 32 |
I see where you are coming from, but don't necessarily agree that all failures of this sort are "silly". I don't think it is the spirit of the game that the only time you can possibly fail in your quest is in the final battle with the BBEG.
I agree with wiving the roll if there are enough skill points to succeed no matter what is rolled. I don't agree that taking 10 is only a slightly upgraded version of that. It is possible, taking 10, to autosucceed at something that if you rolled you would succeed only 45% of the time at. That's not slightly upgraded. That's moving from a Hyundai to a Porsche.
Well, my counter is this then: What rolls are they making with the "take 10" rules that are bothering you? What sort of "auto-successes" are you encountering that you feel is hurting the gameplay?
Brian Bachman |
Brian Bachman wrote:I think this falls under the "the characters are heroes" trope. As heroes, routine actions shouldn't be nit-picked over. If they can make the skill with a "Take 10", then it's a routine action.I kind of think that the possibility of losing or failure is an essential part of any game, and adds spice. The Take 10 mechanic, particularly combined with known DCs, in my mind, makes it less of a game and more of a math/character building exercise.
Just curious if anyone else feels the same way.
How do you define "routine action"? Recognizing that mechanically, anything you might otherwise have up to a 45% chance of failing at is now an autosuccess using Take 10, so long as you are not in combat or an otherwise stressful situation.
Howie23 |
How do you define "routine action"? Recognizing that mechanically, anything you might otherwise have up to a 45% chance of failing at is now an autosuccess using Take 10, so long as you are not in combat or an otherwise stressful situation.
Or, to restate it, you can always succeed in routine actions when not stressed. When stressed, you only succeed 45% of the time.
Morgen |
I agree with your interpretation of the intent. However, with known DCs for many things listed in the book, and optimizing players, it's pretty easy to get to autosuccess in a lot of skills that people shouldn't be automatically successful at.
Care to give us some examples so perhaps we can help you out with that?
hogarth |
Morgen wrote:It's there to save time from having to make little checks on things like climbing up a ladder, swimming across a calm stream and things like that. It's perfect for things that you should technically make checks on but if your not in any kind of rush it'd be ridiculous to fail at.The examples you give fall in the category of things where you shouldn't even be making a skill check, because there is literally no chance of failure.
There's no chance of failure under normal circumstances. If I were being chased by an angry bear, I might be a touch distracted as I tried to scramble up a ladder, though!
cibet44 |
erik542 wrote:cibet has something there. Try fudging around the DC's a little and see if your players take 10 nearly as much. Taking 10 is really there for passing things that you really ought to pass. For example, climbing a long knotted rope. Average people can easily climb that, despite only having a climb check of ~+2-3.I agree with your interpretation of the intent. However, with known DCs for many things listed in the book, and optimizing players, it's pretty easy to get to autosuccess in a lot of skills that people shouldn't be automatically successful at.
The DCs "in the book" are typical examples but realistically no two walls or knotted ropes are identical. There is always a variance, some slightly easier to climb some slightly harder. If I put 10 knots in a 10 ft section of rope that is easier to climb than if I put 2 knots in it. So having some unknown variance from the book is fine and, I believe, expected.
Having said that, sometimes your players should be able to take 10, succeed, and move on.
Adding that little unknown once in a while will be enough to make them think about it though and I think you should give it a try.
Brian Bachman |
Brian Bachman wrote:Well, my counter is this then: What rolls are they making with the "take 10" rules that are bothering you? What sort of "auto-successes" are you encountering that you feel is hurting the gameplay?I see where you are coming from, but don't necessarily agree that all failures of this sort are "silly". I don't think it is the spirit of the game that the only time you can possibly fail in your quest is in the final battle with the BBEG.
I agree with wiving the roll if there are enough skill points to succeed no matter what is rolled. I don't agree that taking 10 is only a slightly upgraded version of that. It is possible, taking 10, to autosucceed at something that if you rolled you would succeed only 45% of the time at. That's not slightly upgraded. That's moving from a Hyundai to a Porsche.
I could come up with a lot of examples, but will settle for just two:
Diplomacy - Reasonably competent 5th level Bard with 16 Charisma wants to convince somebody Indifferent to do him a favor. Because the player has read his Core Rulebook and knows the target is almost certainly between 15 and 20, and since he has +11 on his skill checks, he knows he can autosucceed with Take 10. If he were to roll, he would have only a 60-85% chance to succeed in this, but with Take 10 it is an autosuccess.
Climb - Reasonably competent 5th level Rogue with an 18 Dex (+12 Climb skill) wants to climb a typical dungeon wall. He knows it is DC 20 because the Core Rulebook says so, and thus by using Take 10 he can change a 35% chance of failure into 0%. Spiderman, eat your heart out - you aren't so special.
Edit - Whoops, forgot momentarily that Climb is Strength based, so give that rogue a 14 Str, which would give him +10 on his Climb Skill. Makes it worse. He is now able to convert 45% fail to autosucceed.
Mojorat |
im gming a bunch of converted 3.5 modules and the party rogue has the spot traps I'n 10 feet thing and he takes ten. I'n 3 modules there has been all of 1 trap he did not spot automatically.
however the biggest thing isinotice slot of older players have problems adjusting to take ten and end ep failing rolls they should have passed because they roll without thinking about it.
it ,ostly as a gm seems to remove certain things as a challenge.
Brian Bachman |
Play with books closed. If there's a rules debate, make a ruling that's good until the session ends "For now the DC is going to be X". Discuss between sessions. If your ruling is incorrect, bring up the correct ruling next session "Bill was right, the DC is actually Y".
Interesting thought, but I doubt most players would go for it. I do tell my players that they should never count on th DCs in the books being the ones that will use because I do make heavy use of situational modifiers.
Brian Bachman |
im gming a bunch of converted 3.5 modules and the party rogue has the spot traps I'n 10 feet thing and he takes ten. I'n 3 modules there has been all of 1 trap he did not spot automatically.
however the biggest thing isinotice slot of older players have problems adjusting to take ten and end ep failing rolls they should have passed because they roll without thinking about it.
it ,ostly as a gm seems to remove certain things as a challenge.
This is what I was looking to see if anyone else has experienced.
Glad to know I'm not completely alone.
I also have old-school players that forget to take 10 many times it would be advantageous.
hogarth |
im gming a bunch of converted 3.5 modules and the party rogue has the spot traps I'n 10 feet thing and he takes ten. I'n 3 modules there has been all of 1 trap he did not spot automatically.
I will confess to being guilty of this...twice. I have a couple of characters with pumped-up Perception checks and I've been known to take 10 on checking for traps. I find traps irritating and boring in general; if I weren't allowed to take 10, I'd probably just try to scrounge up another +9 in bonuses and then "take 1". :-/
Tilnar |
I'm going to agree with the majority of posters and say that I think that it makes a lot of sense and prevents the opposite of what you're talking about. I think someone who is well trained (the bard, the rogue, whatever) shouldn't have a 30% chance of failure despite the fact that he's now got 8 skill ranks, plus a high attribute, etc.
You're looking at it as avoiding a chance of failure - and it is -- but that's the chance of failure when the person's distracted by something else. (Eg - Climb the wall when the bad guys are shooting arrows at him, rather than just looking for the next hand hold).
Basically, the belief is that if you're able to pay attention and not be distracted, you should be able to do a "good enough" job that is less than the average of your ability.
(For example, if I'm not distracted, I can guarantee that I can write a computer program of up to complexity level that'll work. It may not be elegant, it may not be optimal, it may even have a memory leak that means it can't scale -- but it'll do the job it needs to. Now if someone's running in and out of my office asking me questions, well, I suspect that said program may not compile quite so cleanly.)
At the same time, you're deliberately half-assing it (which is why it's take 10 and not take 11, 15 or 20) - which means you're also not going to do a spectacular job - by avoiding doing something stupid, you're also avoiding doing something clever.
erik542 |
erik542 wrote:Play with books closed. If there's a rules debate, make a ruling that's good until the session ends "For now the DC is going to be X". Discuss between sessions. If your ruling is incorrect, bring up the correct ruling next session "Bill was right, the DC is actually Y".Interesting thought, but I doubt most players would go for it. I do tell my players that they should never count on th DCs in the books being the ones that will use because I do make heavy use of situational modifiers.
I originally started running my game closed book due to rules arguments bogging things down. The games that I play in are currently open book, whereas the game that I run is closed book. Twice as much gets done in half the time when things are closed book. It just has the added benefit of making things slightly harder to meta-game. Really once you set the tone of on-the-fly rulings, the players will simply keep the books closed unless they need to reference something for their individual character (Casters should know what their spells do or have them written down separately).
LilithsThrall |
LilithsThrall wrote:How do you define "routine action"? Recognizing that mechanically, anything you might otherwise have up to a 45% chance of failing at is now an autosuccess using Take 10, so long as you are not in combat or an otherwise stressful situation.Brian Bachman wrote:I think this falls under the "the characters are heroes" trope. As heroes, routine actions shouldn't be nit-picked over. If they can make the skill with a "Take 10", then it's a routine action.I kind of think that the possibility of losing or failure is an essential part of any game, and adds spice. The Take 10 mechanic, particularly combined with known DCs, in my mind, makes it less of a game and more of a math/character building exercise.
Just curious if anyone else feels the same way.
I think that anything that you are going to automatically succeed in under non-stressful conditions is a routine action. Take 10 allows you to automatically succeed in a non-stressful condition.
Technically, it should probably be 50/50 in stressful conditions, but I can see an argument for making it 45/55 due to the simplicity of "take 10/take 20" vs. "take 9/take 20".
Brian Bachman |
I'm going to agree with the majority of posters and say that I think that it makes a lot of sense and prevents the opposite of what you're talking about. I think someone who is well trained (the bard, the rogue, whatever) shouldn't have a 30% chance of failure despite the fact that he's now got 8 skill ranks, plus a high attribute, etc.
You're looking at it as avoiding a chance of failure - and it is -- but that's the chance of failure when the person's distracted by something else. (Eg - Climb the wall when the bad guys are shooting arrows at him, rather than just looking for the next hand hold).
Basically, the belief is that if you're able to pay attention and not be distracted, you should be able to do a "good enough" job that is less than the average of your ability.
(For example, if I'm not distracted, I can guarantee that I can write a computer program of up to complexity level that'll work. It may not be elegant, it may not be optimal, it may even have a memory leak that means it can't scale -- but it'll do the job it needs to. Now if someone's running in and out of my office asking me questions, well, I suspect that said program may not compile quite so cleanly.)
At the same time, you're deliberately half-assing it (which is why it's take 10 and not take 11, 15 or 20) - which means you're also not going to do a spectacular job - by avoiding doing something stupid, you're also avoiding doing something clever.
If I read you correctly, you are arguing that it is more fun and more heroic to be able to automatically succeed at some things.
I acknowledge it's just a matter of opinion, but I disagree. I find it more fun when there is more chance of failure, and find characters to be more heroic when they are triumphing over the odds, rather than avoiding the odds altogether.
erik542 |
Tilnar wrote:I'm going to agree with the majority of posters and say that I think that it makes a lot of sense and prevents the opposite of what you're talking about. I think someone who is well trained (the bard, the rogue, whatever) shouldn't have a 30% chance of failure despite the fact that he's now got 8 skill ranks, plus a high attribute, etc.
You're looking at it as avoiding a chance of failure - and it is -- but that's the chance of failure when the person's distracted by something else. (Eg - Climb the wall when the bad guys are shooting arrows at him, rather than just looking for the next hand hold).
Basically, the belief is that if you're able to pay attention and not be distracted, you should be able to do a "good enough" job that is less than the average of your ability.
(For example, if I'm not distracted, I can guarantee that I can write a computer program of up to complexity level that'll work. It may not be elegant, it may not be optimal, it may even have a memory leak that means it can't scale -- but it'll do the job it needs to. Now if someone's running in and out of my office asking me questions, well, I suspect that said program may not compile quite so cleanly.)
At the same time, you're deliberately half-assing it (which is why it's take 10 and not take 11, 15 or 20) - which means you're also not going to do a spectacular job - by avoiding doing something stupid, you're also avoiding doing something clever.
If I read you correctly, you are arguing that it is more fun and more heroic to be able to automatically succeed at some things.
I acknowledge it's just a matter of opinion, but I disagree. I find it more fun when there is more chance of failure, and find characters to be more heroic when they are triumphing over the odds, rather than avoiding the odds altogether.
I think the bigger issue at hand is that it is unfun to fail at fairly easy things. How many people have fun failing that save where only a 1 would fail?
LilithsThrall |
Tilnar wrote:I'm going to agree with the majority of posters and say that I think that it makes a lot of sense and prevents the opposite of what you're talking about. I think someone who is well trained (the bard, the rogue, whatever) shouldn't have a 30% chance of failure despite the fact that he's now got 8 skill ranks, plus a high attribute, etc.
You're looking at it as avoiding a chance of failure - and it is -- but that's the chance of failure when the person's distracted by something else. (Eg - Climb the wall when the bad guys are shooting arrows at him, rather than just looking for the next hand hold).
Basically, the belief is that if you're able to pay attention and not be distracted, you should be able to do a "good enough" job that is less than the average of your ability.
(For example, if I'm not distracted, I can guarantee that I can write a computer program of up to complexity level that'll work. It may not be elegant, it may not be optimal, it may even have a memory leak that means it can't scale -- but it'll do the job it needs to. Now if someone's running in and out of my office asking me questions, well, I suspect that said program may not compile quite so cleanly.)
At the same time, you're deliberately half-assing it (which is why it's take 10 and not take 11, 15 or 20) - which means you're also not going to do a spectacular job - by avoiding doing something stupid, you're also avoiding doing something clever.
If I read you correctly, you are arguing that it is more fun and more heroic to be able to automatically succeed at some things.
I acknowledge it's just a matter of opinion, but I disagree. I find it more fun when there is more chance of failure, and find characters to be more heroic when they are triumphing over the odds, rather than avoiding the odds altogether.
Have you ever read a story which went into detail on the hero of the story making his bed, doing the laundry, washing the dishes, etc.?
I haven't. Because focusing on the routine stuff doesn't build excitement.
Brian Bachman |
Brian Bachman wrote:I originally started running my game closed book due to rules arguments bogging things down. The games that I play in are currently open book, whereas the game that I run is closed book. Twice as much gets done in half the time when things are closed book. It just has the added benefit of making things slightly harder to meta-game. Really once you set the tone of on-the-fly rulings, the players will simply keep the books closed unless they need to reference something for their individual character (Casters should know what their spells do or have them written down separately).erik542 wrote:Play with books closed. If there's a rules debate, make a ruling that's good until the session ends "For now the DC is going to be X". Discuss between sessions. If your ruling is incorrect, bring up the correct ruling next session "Bill was right, the DC is actually Y".Interesting thought, but I doubt most players would go for it. I do tell my players that they should never count on th DCs in the books being the ones that will use because I do make heavy use of situational modifiers.
Whether you know it or not, that's very old school. I get the impression many players today would not accept that style, and aren't comfortable with that level of GM discretion. You're blessed to have a table that does.
Brian Bachman |
Brian Bachman wrote:Tilnar wrote:I'm going to agree with the majority of posters and say that I think that it makes a lot of sense and prevents the opposite of what you're talking about. I think someone who is well trained (the bard, the rogue, whatever) shouldn't have a 30% chance of failure despite the fact that he's now got 8 skill ranks, plus a high attribute, etc.
You're looking at it as avoiding a chance of failure - and it is -- but that's the chance of failure when the person's distracted by something else. (Eg - Climb the wall when the bad guys are shooting arrows at him, rather than just looking for the next hand hold).
Basically, the belief is that if you're able to pay attention and not be distracted, you should be able to do a "good enough" job that is less than the average of your ability.
(For example, if I'm not distracted, I can guarantee that I can write a computer program of up to complexity level that'll work. It may not be elegant, it may not be optimal, it may even have a memory leak that means it can't scale -- but it'll do the job it needs to. Now if someone's running in and out of my office asking me questions, well, I suspect that said program may not compile quite so cleanly.)
At the same time, you're deliberately half-assing it (which is why it's take 10 and not take 11, 15 or 20) - which means you're also not going to do a spectacular job - by avoiding doing something stupid, you're also avoiding doing something clever.
If I read you correctly, you are arguing that it is more fun and more heroic to be able to automatically succeed at some things.
I acknowledge it's just a matter of opinion, but I disagree. I find it more fun when there is more chance of failure, and find characters to be more heroic when they are triumphing over the odds, rather than avoiding the odds altogether.
Have you ever read a story which went into detail on the hero of the story making his bed, doing the laundry, washing the dishes, etc.?
I...
I guess it depends on what you consider routine. Look at the examples I posted above. Is use of Diplomacy to convince a key NPC to give you something necessary for your quest routine? Is climbing a dungeon wall to get to a passage above routine? Or using Mojorat's example, is finding traps on the move in a dungeon routine? All of these very possible, even easy, using Take 10 and standard Core Rulebook DCs.
I'll give you washing the dishes, doing the laundry or making the bed (although my kids still can't manage it), but these other things seem like key parts of the adventure to me.
Mojorat |
Mojorat wrote:im gming a bunch of converted 3.5 modules and the party rogue has the spot traps I'n 10 feet thing and he takes ten. I'n 3 modules there has been all of 1 trap he did not spot automatically.I will confess to being guilty of this...twice. I have a couple of characters with pumped-up Perception checks and I've been known to take 10 on checking for traps. I find traps irritating and boring in general; if I weren't allowed to take 10, I'd probably just try to scrounge up another +9 in bonuses and then "take 1". :-/
oh I agree, to be dishonest as a gm the more interesting traps ( you know the ones players collectively wince when you tell the rogue how it works. I'd like to see one tripped up sometimes. but thematically I find parties standing around 40 minutes searching a hallway a bit off.
Aranai |
If Diplomacy rolls are a problem for you, you might want to check the second post on this thread. My group uses this Diplomacy rewrite in all of our games, and we all agree the skill makes a lot more sense with it.
Fatespinner RPG Superstar 2013 Top 32 |
I could come up with a lot of examples, but will settle for just two:
Diplomacy - Reasonably competent 5th level Bard with 16 Charisma wants to convince somebody Indifferent to do him a favor. Because the player has read his Core Rulebook and knows the target is almost certainly between 15 and 20, and since he has +11 on his skill checks, he knows he can autosucceed with Take 10. If he were to roll, he would have only a 60-85% chance to succeed in this, but with Take 10 it is an autosuccess.
Climb - Reasonably competent 5th level Rogue with an 18 Dex (+12 Climb skill) wants to climb a typical dungeon wall. He knows it is DC 20 because the Core Rulebook says so, and thus by using Take 10 he can change a 35% chance of failure into 0%. Spiderman, eat your heart out - you aren't so special.
Edit - Whoops, forgot momentarily that Climb is Strength based, so give that rogue a 14 Str, which would give him +10 on his Climb Skill. Makes it worse. He is now able to convert 45% fail to autosucceed.
Okay, with those two examples - lets say you throw out the "take 10" rules and make your players roll. Lets say they fail those rolls. What happens?
In the bard's case, the indifferent person doesn't do him a favor, so the bard asks another person. And another. And another. Eventually, he'll roll high enough. All you've done is drag the game out. (To be fair, personally I hate the Diplomacy rules and I don't use the static DCs in the book at all.)
In the rogue's case, he doesn't climb the wall. So he tries again. And again. And eventually he succeeds. If the wall is more than 20' tall, then he can only take 10 on the first check. Because once he gets higher than 20', he is now "in danger" (because falling will hurt him) and he can no longer use the take 10 rules. Note that in order to actually FALL during a climb check, you have to fail by 5 or more. Failing by less than 5 means you just make no progress. Again, forcing rolls here is just bogging the game down.
Got any others?
Brian Bachman |
I think the bigger issue at hand is that it is unfun to fail at fairly easy things. How many people have fun failing that save where only a 1 would...
I think a lot of people agree with you, and that is why the rule was invented.
I just happen to be someone who doesn't and finds the possibility of failure, even if it is small, to add fun to the game. I just wanted to know if anyone else feels the same way.
Judging from early reasponses, I would say not many do. Oh well, not the first time I've been in the minority and won't be the last.
I've got to run and do RL stuff now, but I'll check in on this thread tomorrow and see if any other opinions have manifested.
LilithsThrall |
Is use of Diplomacy to convince a key NPC to give you something necessary for your quest routine? Is climbing a dungeon wall to get to a passage above routine? Or using Mojorat's example, is finding traps on the move in a dungeon routine? All of these very possible, even easy, using Take 10 and standard Core Rulebook DCs.
Could be routine
If you don't want it to be routine, then raise the DC.
erik542 |
erik542 wrote:Whether you know it or not, that's very old school. I get the impression many players today would not accept that style, and aren't comfortable with that level of GM discretion. You're blessed to have a table that does.Brian Bachman wrote:I originally started running my game closed book due to rules arguments bogging things down. The games that I play in are currently open book, whereas the game that I run is closed book. Twice as much gets done in half the time when things are closed book. It just has the added benefit of making things slightly harder to meta-game. Really once you set the tone of on-the-fly rulings, the players will simply keep the books closed unless they need to reference something for their individual character (Casters should know what their spells do or have them written down separately).erik542 wrote:Play with books closed. If there's a rules debate, make a ruling that's good until the session ends "For now the DC is going to be X". Discuss between sessions. If your ruling is incorrect, bring up the correct ruling next session "Bill was right, the DC is actually Y".Interesting thought, but I doubt most players would go for it. I do tell my players that they should never count on th DCs in the books being the ones that will use because I do make heavy use of situational modifiers.
Yeah, I'm anything but an old school player (starting playing in '09). As with many things, it is partially a matter of presentation. If you sit down and say "Everyone close your books and put them away", that ain't gonna fly with a group that's accustomed to being able argue rulings. Pulling a pro-tip from How to Win Friends and Influence People, give them a reason to want things to go your way. If you're strapped for time, use phrases such as "Hey, if we keep arguing we're not going to have to time to get to the fun stuff up next, so for expediency I'm ruling X."
Tilnar |
If I read you correctly, you are arguing that it is more fun and more heroic to be able to automatically succeed at some things.
I acknowledge it's just a matter of opinion, but I disagree. I find it more fun when there is more chance of failure, and find characters to be more heroic when they are triumphing over the odds, rather than avoiding the odds altogether.
What odds are you triumphing over exactly? I mean, again, you can't take 10 when you're distracted, and you're not supposed to know the DC of your target, so you're basically accepting the fact that 10 might not be enough to succeed.
For all the "You could have had a 30% chance of failure, but now it's auto-success!", it can be argued "You could have had a 30% chance of success, but now it's auto-failure!" You're only auto-suceeding on things you would have a 55% chance of being able to pull off even if you couldn't give your full attention to the task.
And, really, is it somehow more heroic to you to be stuck in the bottom of a pit for an hour (with nothing else going on), despite being an excellent and trained climber with a rope and grapnel because luck hates you and you can't roll above 3?
I mean, yes, it's triumphing over the odds (and thus, heroic) to make that climb while the bad guys are shooting down at you or while the beast in the pit is attacking you or... but all of those are distractions and make you need to roll the die.
erik542 |
erik542 wrote:
I think the bigger issue at hand is that it is unfun to fail at fairly easy things. How many people have fun failing that save where only a 1 would...I think a lot of people agree with you, and that is why the rule was invented.
I just happen to be someone who doesn't and finds the possibility of failure, even if it is small, to add fun to the game. I just wanted to know if anyone else feels the same way.
Judging from early reasponses, I would say not many do. Oh well, not the first time I've been in the minority and won't be the last.
I've got to run and do RL stuff now, but I'll check in on this thread tomorrow and see if any other opinions have manifested.
This just appears to be a fundamental disagreement.
Mok |
1 person marked this as a favorite. |
Heh... Brian, I'm sure it comes as a great shock that I see it from the opposite point of view. That there is far too little take 10 in the game, and that it ought to be opened up wide to include a lot of risky situations.
I'm always trying to find the sweet spot between simulationism, gamism and dramatism. The 3.0 system is a weird inchoherent mixture of simulationism and gamism, and only hints of dramatism here and there. Having a more robust set of take 10 options would allow more of that “player authorship” to be invested in the system, and that would allow for a greater chance for the system to offer more story emulation.
Almost every book, tv or movie will have characters that don't fumble. Narratives normally demand a good degree of efficiency in their pacing for practical reasons, but they also are often trying to push the heroism of the characters. Fumbling about doesn't achieve either of these things. Your traditional RPG often leans heavily towards simulation, at least in intent, and so we have a long history of bumbling adventurers who through sheer rolling and rolling hopefully emerge to be victorious. That's rather jarring for a person who's inspiration is to emulate to some degree the stories they love. In typical fantasy stories failure happens because it lends more drama to the story, not because the author is modeling some kind of physics and just lets it see how it goes.
I can only assume someone will step in a say, “but RPGs aren't stories!” and that an RPG is it's own special medium. I agree its a different medium, however it's the more traditional approach to RPGs that have a hard time seeing that story emulation is something that can't or shouldn't be done. For more than a decade the indie RPG scene has shown that story emulation is quite possible and that it can be integrated into rules a lot or a little.
One of the big tenets of this approach is to “Say yes or roll the dice.” Either say yes to the cool thing that the character wants to do (and thus up the drama) or have them roll the dice (because the risk of failure ups the drama). Taking 10 in Pathfinder is one way in which you can have a mechanical “yes” for a lot of circumstances that would achieve cool effects. If you force players to have to constantly roll dice for everything because, in a simulationist mindset, there is some remote chance of failure, all that ends up doing is washing away a players capacity to drive some cool narrative moments, all because they fumbled even when very skilled at something.
An example of this might be this situation:
A party of adventurers stands before an arrogant and nefarious king in his throne chamber. Surrounding the adventurerers is a ring of royal guards. The evil king taunts the adventurers, “You think you could touch my person? You think you could defeat ME?”
The party knows they are in a tight spot, they are all still pretty green (just 1st level) and can't take on a dozen guards.
The rogue thinks that if he can somersault past the guards and get to the king then they might have some real bargaining power.
The guards have a CMD of 12 (+1 BAB, +1 Str) and passing through the guards's square means the DC will be 17.
The rogue has a Acrobatics bonus of +10 (+3 Dex, +1 rank, +3 class skill, +3 Skill Focus). This isn't a bad chance, but the rogue can still fail, and failing means either a TPK or being thrown into prison, neither of which is as cool as pull off this stunt.
So if the Rogue rolls a 1 through 6 on the d20 the cool “movie moment” fades away. This is kind of jarring because someone with a +10 in their skill at level 1 is pretty damn awesome. In a story they'd auto succeed because that's what narrative structure demands. It would be silly to see a highly talented individual in their field stumble about when the conditions said they'd more than likely succeed. It's only when that expert meets a boss or mini-boss, or some other overwhelming circumstance that they actually fail at what they are good at.
Now, if we tweaked things a bit, and made the Skill Focus feat not give a +3 to the skill, but instead allow for a Take 10 in the skill at any time then it completely changes the tone of the scene. The other characters might be gulping, but the rogue grins when the king taunts them. The fool's arrogance to allow the party to get this close just so he can monologue is his downfall. The king doesn't know who he's dealing with. The rogue nods to the rest of the party as the king berates them. The players ready actions, waiting for the rogue to act.
The Rogue springs and with his take 10 gets a cool 20 result, allow for a bullet time moment as the rogue leaps in the air, planting his foot on the broad side of one of the guards swords and sails over him and stands before the sitting (prone... maybe, if the GM is cool then it counts as prone) in his throne with a sword at his breast.
A key part of what I like in a game is to have the mechanical leverage so that I'm confident that I can do what I want to do. One of the real problems with the d20 system is that the roll of a d20 is flat. The chance to get a 1 or 20 on any given roll is equal, and so that makes for very swingy results. You can be absolutely phenomenal at some particular skill, on a level that surpasses what humans can normally be expected to achieve, but the way the dice mechanic works is make it far too likely that this superbly talented and skill individual might still fail, even when the task is still something that is within normal human possibility to achieve. You can really do a bell curve resolution system with d20 because it kind of undermines the core concept of the whole system.
Thus, having opportunities for players to be able to have more power of choosing and focusing on being able to take 10 in various skills gives a bit of leeway in the system to fix the flat distribution of the system, gives players more narrative control so that they can shape events in cool dramatic ways, rather than just hoping things go their way. It also gets rid of a lot of fumbling “sowwy” moments that are out of character for the degree of talent and skill that they player possesses.
Should this be happening all the time? No, of course not. Like I said, for me it's about finding that middle ground between simulationism, gamism and dramatism. You bake mechanical bits of those approaches into the system and give more freedom for the different play styles to emerge at various points in play.
Axl |
It's the end of a hard day's adventuring. You've finished your ale in the local inn and are just about to walk upstairs to your bed.... But wait, that's a Climb check DC 0. And you're wearing full plate. You rolled a 1. You fall down the stairs and take 1d4 non-lethal damage. That's enough to knock you unconscious....
Ironicdisaster |
Okay, let's look at it this way. You're a rogue. Level 4 with max ranks in disable device and a 18 dex. That gives you +11 to your roll. And you're breaking into a dwarf's mansion. So far, you're only getting simple locks. Single key type deals. DC 20. Tough for someone of a legitimate bent? Sure, but for you? Nah. Give you a few seconds and it's open. Take 10
Oh, this lock is new. Gonna have to feel this one out. DC 25. Not so hard if you pay attention. Roll for it. First roll, 9. Nope, not that way. Try again. 14! Done!
Ooh, a chest. That lock... Crap. DC 30. Gonna be here a while. Take 20.
A box inside the chest. Wait, what? Does that even have a keyhole? DC 40. Screw it, I'll get a hacksaw.
Some DC a character will know, barring outside influences. "Sure, I could climb that!" DC 15. "Looks risky, let's be careful." DC 25.
That DC 15 wall, however, might just be crumbling at the top. And the DC 25 might be cardboard.
EWHM |
I too am a fan of take-10. Being pretty heavily of a simulationist bent, my world model is that most people, most of the time, are doing what amounts to a take 10. Those umpteen drivers on the freeway in front of you...yep, they're taking 10. Most people at their jobs everyday, taking 10. Pretty much anything that people are doing on a regular basis they're taking 10 on. I've also got a rule for 'taking 5' which is when you're due to circumstance or desire doing a really half-assed job of something. People generally only risk spectacular success or spectacular failure when they're near the limits of their competence. Yeah, that guy weaving at 90 mph on the freeway is probably NOT taking 10.
Ironicdisaster |
It's the end of a hard day's adventuring. You've finished your ale in the local inn and are just about to walk upstairs to your bed.... But wait, that's a Climb check DC 0. And you're wearing full plate. You rolled a 1. You fall down the stairs and take 1d4 non-lethal damage. That's enough to knock you unconscious....
I've done that IRL...
Ironicdisaster |
I too am a fan of take-10. Being pretty heavily of a simulationist bent, my world model is that most people, most of the time, are doing what amounts to a take 10. Those umpteen drivers on the freeway in front of you...yep, they're taking 10. Most people at their jobs everyday, taking 10. Pretty much anything that people are doing on a regular basis they're taking 10 on. I've also got a rule for 'taking 5' which is when you're due to circumstance or desire doing a really half-assed job of something. People generally only risk spectacular success or spectacular failure when they're near the limits of their competence. Yeah, that guy weaving at 90 mph on the freeway is probably NOT taking 10.
+1
Axl |
Axl wrote:I've done that IRL...It's the end of a hard day's adventuring. You've finished your ale in the local inn and are just about to walk upstairs to your bed.... But wait, that's a Climb check DC 0. And you're wearing full plate. You rolled a 1. You fall down the stairs and take 1d4 non-lethal damage. That's enough to knock you unconscious....
After a hard day's adventuring? Wearing full plate?
Perhaps your Dex was affected by ... "poisons". ;-)
Lyrax |
I like the take 10 rule.
But my players know that it is not an available option for Dramatically Important moments.
'Take 10' could easily be called the 'Don't Sweat the Small Stuff' rule: if a task is trivial for a given character, don't bother rolling. Only roll the dice when the task is non-trivial.
Zmar |
Take 10 is fine by me.
It specifically says that you can't be threatened or distracted. I can see a charismatic bard asking a farmer to o him a favour to be sucessful. Simple aid is something like lending fire to light up a cigar. I can see a rogue climbing a wall. It doesn't take anything from the Spiderman actually, as the Spiderman can climb a glass wall in combat which your rogue really can't (unless it's rather high level). Climb DCs really come to play when something unexpected happens or the rogue has to do something else. Here's your distraction. If you are clinging to the wall you've climbed by taking 10 doesn't mean you can't slip if you try to unhinge that drawbridge (roll climb). Unhinging the bridge is a disable device autosucess with take 10? Too bad that you need to split the attention to holding to that wall. Perception to auto-find traps? Sure, but somebody else should be watching for monsters or listening as these are definitely distracting when you are trying to find something suspicious right in front of you, on the walls and ceiling. Combinated tasks can create those rolling situations rather easily IMO.