Take 10, again


Rules Questions

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The Exchange

We appear to be drifting into T20 rules and example again. I kind of wanted to keep this unique to T10 rules - there is enough bleed across and confusing these rules as it is.

LOL! that's assuming I have any control over where this thread is going.

;)

The Exchange

Combining T10 with Climb and Aid another rules.

Party of adventures are trying to get into an old cavern complex via an opening 30' off the ground.

The DC for the climb is 15.
Rogue takes 10 to get to the opening and attaches and drops a rope (DM rules the DC is now 5 on the Climb)

Wizard takes 10, and gets a 8, he makes it up and leans panting on the wall.

Rogue looks down and sees fighter in heavy armor, with a final -6 to his climb. he renders what assistance he can, (roll aid +9 climb and adds 2 to get the figher up with a T10).

Cleric is next up, also in heavy armor and he has a -8 on his climb. Rogue and Fighter would assist, except the Wizard is more likely to help. Cleric's T10 climb is now dependent on if the wizard is able to get in there to help....

Dark Archive

nosig wrote:

We appear to be drifting into T20 rules and example again. I kind of wanted to keep this unique to T10 rules - there is enough bleed across and confusing these rules as it is.

LOL! that's assuming I have any control over where this thread is going.

;)

LOL! Dear Nosig, Please guide this thread on the path of answers , for it be just....

while it is a good idea to try to only explain the T10 rules, too many people have the two mixed up in their heads. Thus sometimes you have to use the T20 rules to show the difference.

The Exchange

Happler, even I am guilty of that. Thanks for lightening the mood. Sometimes all the grim defensive people on here get me down.

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nosig wrote:
Cleric's T10 climb is now dependent on if the wizard is able to get in there to help....

Clarification: the cleric's success on a T10 climb is now dependent on if the wizard can help.

Also, the fighter's pretty lame if he's got -6 to climb. He either has non-masterwork full plate or has MW full plate and a MW heavy shield/non-MW light shield that he refused to take off long enough to climb the rope... and also has only a 10 STR and no ranks in climb (which is a class skill). He deserves to be hauled up in a packing crate.

The Exchange

Jiggy wrote:
nosig wrote:
Cleric's T10 climb is now dependent on if the wizard is able to get in there to help....

Clarification: the cleric's success on a T10 climb is now dependent on if the wizard can help.

Also, the fighter's pretty lame if he's got -6 to climb. He either has non-masterwork full plate or has MW full plate and a MW heavy shield/non-MW light shield that he refused to take off long enough to climb the rope... and also has only a 10 STR and no ranks in climb (which is a class skill). He deserves to be hauled up in a packing crate.

LOL! figured someone would come along an trash the fighter. Yeah, but if I had to come up with some reason he was -6 I'd say I figured he was the Splint mail (-7) with no ranks and the DM is giving him some type of penialty for that Locking Gauntlet with the weapon attached. Most fighters I have seen have no ranks in Climb. (all my PFSOP games have been tier 5 or less - it's where I like to play). Though I did see a Bard with a rank in Climb - he was an Orc Rockclimber I think. Bard with a Falchion.


Huh. After reading this thread, now I really wonder why the heck that Bard "lore master" ability exists...

The Exchange

Arnwyn wrote:
Huh. After reading this thread, now I really wonder why the heck that Bard "lore master" ability exists...

I always though it was so that the bard can ID monster easily in combat

Sovereign Court

Bobson wrote:
Since you don't auto-fail skill checks on 1's, it's quite possible to be so good at something you can roll a 1 and succeed. (Even UMD only has special rules for a 1 when that results in a failure, with nothing special if it was successful.) So 5% failure rate isn't really relevant to the ability to take 10.

Well... that's why I said the simplest climbs for her (and I dunno how many times I've corrected my players when they think they've failed because they rolled a 1 on a skill check... or succeeded because they rolled a 20).

Figuring nothing else contributing, you need to be 10th level to have 10 ranks in the skill to climb. That's a pretty experienced character with more than a passing investment in climbing. Looking at the DC's, I'd be a little upset if that's what I could count on successfully accomplishing under normal circumstances.

YMMV so its all a matter of personal flavor.

Bobson wrote:
The rest of your answers I like, though.

Thanks.


nosig wrote:
Arnwyn wrote:
Huh. After reading this thread, now I really wonder why the heck that Bard "lore master" ability exists...
I always though it was so that the bard can ID monster easily in combat

Yeah, that does seem like it's (only?) use.

The Exchange

Arnwyn wrote:
nosig wrote:
Arnwyn wrote:
Huh. After reading this thread, now I really wonder why the heck that Bard "lore master" ability exists...
I always though it was so that the bard can ID monster easily in combat
Yeah, that does seem like it's (only?) use.

I have played with players who ONLY use their Kn skills for monster identification. I was once asked what monsters I could ID with my Kn(Royal/Nob).


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Count Buggula wrote:
Sean K Reynolds (Developer) wrote:
Let your players Take 10 unless they're in combat or they're distracted by something other than the task at hand.
That's pretty cut and dry.

I'll see your Sean K Reynolds post and raise you a Sean K Reynolds FAQ.

Sean, can I take 10 on the Int check for Contact Other Plane (when I'm not in combat and I'm not distracted by something other than using Contact Other Plane)?

Sean K Reynolds wrote:
Having your Int and Cha blasted down to 8 by an extraplanar entity is a significant and distracting threat, therefore you can't Take 10 on that check.

So apparently the "task at hand" can be distracting...

:-/

The Exchange

yep, it looks like YMMV.

which is why I want a way to tell how this rule works before I create a plan around it.

Dark Archive

Arnwyn wrote:
Huh. After reading this thread, now I really wonder why the heck that Bard "lore master" ability exists...

Well, you have this:

"In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. "

I also always viewed it like the rogues skill mastery, where it would allow a T10 even if distracted.


nosig wrote:

yep, it looks like YMMV.

which is why I want a way to tell how this rule works before I create a plan around it.

My two cents:

It's relatively easy to get a GM to agree that taking 10 doesn't take 10 times as long.

But it's just about impossible to get a GM to let you take 10 if he doesn't want you to. He can always fall back on the logic of "the possibility of failing the skill check is distracting, notwithstanding any examples using the Climb skill in the PHB".

Even the rules get confused on how it works, like the bardic knowledge ability mentioned above or the feat Childlike from the APG (you can take 10 on Bluff, sometimes! yay!).

The Exchange

hogarth - yeah, it seems to fall back on if the Judge thinks the players (and by extention me) who ask him questions are trying to "take advantage of him".
I tell people that there are 2 schools or types of RPG,
A) Confrontational - it's Judge vs. players (or often player vs. everyone else).
B) Conspiratorial - we're all in this together.

Type A judges find reasons why something wont work,
Type B judges enjoy watching you find ways to get things to work.

So, when I say my Master Trapsmith has a +18 perception (or something like that) at 4th level and wants to T10 on a perception check as he advances down the halls of a dungeon crawl, I get one of the following results.

Type A - thinking hard - realizing he has a Trap 4 rooms down that has a DC around 28 or so says "you can't do that" or "you know how long that will take?" or ... other things

Type B - blinks - "wow, how'd you get your Skill so high?" and we have a fun chat where I can brag about my character and when we don't discuss T10 or Perception rolls again until we get to the trap which has a DC of 29 and he says - "with almost no sound, the scything blade cuts thru your space - what's your AC".

Most judges (and players) are a mix of Type A and Type B.

I'm a Type B.


hogarth wrote:
Count Buggula wrote:
Sean K Reynolds (Developer) wrote:
Let your players Take 10 unless they're in combat or they're distracted by something other than the task at hand.
That's pretty cut and dry.

I'll see your Sean K Reynolds post and raise you a Sean K Reynolds FAQ.

Sean, can I take 10 on the Int check for Contact Other Plane (when I'm not in combat and I'm not distracted by something other than using Contact Other Plane)?

Sean K Reynolds wrote:
Having your Int and Cha blasted down to 8 by an extraplanar entity is a significant and distracting threat, therefore you can't Take 10 on that check.

So apparently the "task at hand" can be distracting...

:-/

I think this is a design boo-boo more than anything else. If you allow taking 10, the check is pretty much worthless. Since the cast time is so long and most likely out of combat, only in particular situations will you not be able to take 10. So most GMs *should not* allow taking 10 -- even if the rules are murky as to whether it's actually allowed or not.

Maybe you could argue, as part of the check, that you're at the whim of an angry deity and thus in combat. . . .

Liberty's Edge

hogarth wrote:
Count Buggula wrote:
Sean K Reynolds (Developer) wrote:
Let your players Take 10 unless they're in combat or they're distracted by something other than the task at hand.
That's pretty cut and dry.

I'll see your Sean K Reynolds post and raise you a Sean K Reynolds FAQ.

Sean, can I take 10 on the Int check for Contact Other Plane (when I'm not in combat and I'm not distracted by something other than using Contact Other Plane)?

Sean K Reynolds wrote:
Having your Int and Cha blasted down to 8 by an extraplanar entity is a significant and distracting threat, therefore you can't Take 10 on that check.

So apparently the "task at hand" can be distracting...

:-/

Seriously? We went through this exact posting several times during the last take-10 thread:

Diego Rossi wrote:

Contact Other Plane: Can you Take 10 on the Intelligence check for this spell?

Having your Int and Cha blasted down to 8 by an extraplanar entity is a significant and distracting threat, therefore you can't Take 10 on that check.

—Sean K Reynolds, 03/04/11

http://paizo.com/pathfinderRPG/v5748btpy88yj/faq#v5748eaic9nsy

Ick. That sets a bad precedent, IMO, and one that brings the game to a screeching halt. That suggests there's no more taking 10 Jumping, or Riding, or Acrobatics, or... dang near anything that isnt cerebral (and some that are, seeing as how this was an Int check)

PRD wrote:
Distractions or threats (such as combat) make it impossible for a character to take 10.

There are two things you must consider:

1)"You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round." So a distracting thing you are doing while the spell last.

2) "Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma." So you aren't in potential danger if you fail the check, you are under a direct attack, even if involuntary, by that intellect vastly more powerful than your that you have contacted.

So SKR ruling is not problematic. He is recognizing that you are under a direct attack and so you can't take 10.

The reason you can't take 10 in this case isn't because of the distraction issue, it's because of the other part of the take 10 rule - you're under attack, which is like combat.


Count Buggula wrote:
hogarth wrote:
Count Buggula wrote:
Sean K Reynolds (Developer) wrote:
Let your players Take 10 unless they're in combat or they're distracted by something other than the task at hand.
That's pretty cut and dry.

I'll see your Sean K Reynolds post and raise you a Sean K Reynolds FAQ.

Sean, can I take 10 on the Int check for Contact Other Plane (when I'm not in combat and I'm not distracted by something other than using Contact Other Plane)?

Sean K Reynolds wrote:
Having your Int and Cha blasted down to 8 by an extraplanar entity is a significant and distracting threat, therefore you can't Take 10 on that check.

So apparently the "task at hand" can be distracting...

:-/

Seriously? We went through this exact posting several times during the last take-10 thread:

[..]
The reason you can't take 10 in this case isn't because of the distraction issue, it's because of the other part of the take 10 rule - you're under attack, which is like combat.

You're missing the point. I'm trying to say that you can't take one quote from one message board post in isolation and point to it saying "Ah ha! This clears things up!" Because ultimately the line between "as immediately dangerous as combat" and "not as immediately dangerous as combat" is up to the individual GM.

(P.S. As I noted in another thread, I agree that you clearly can't take 10 on Contact Other Plane because it has duration: Concentration; concentrating on a spell is clearly distracting in my book.)


Hm. I've never been a fan of taking 10 or 20, mainly because as mentioned above, the DM has too much say as to whether or not it can happen. I understand the importance of keeping the game moving along, but after a few bad experiences, I'd rather encourage my players to roll the dice than anything else.


Arnwyn wrote:
Huh. After reading this thread, now I really wonder why the heck that Bard "lore master" ability exists...

Here's a way it could work:

Scenario A:
GM: The people of the village tell you that their leader was devoured by a hydra. Make a knowledge: arcana check.
Wizard: Can I take 10?
GM: Sure.

Scenario B:
GM: Suddenly, a snake monster with multiple heads leaps out of the bushes. Make a knowledge: arcana check.
Wizard: Can I take 10?
GM: No. You're distracted by an immediate threat. Make the roll. Maybe you'll suddenly remember lots about it, or maybe the terror will drive all useful information from your mind.
Bard: I use my lore-master ability and take 10.
GM: Sure.

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Matthew Downie wrote:

Scenario B:

GM: Suddenly, a snake monster with multiple heads leaps out of the bushes. Make a knowledge: arcana check.
Wizard: Can I take 10?
GM: No. You're distracted by an immediate threat. Make the roll. Maybe you'll suddenly remember lots about it, or maybe the terror will drive all useful information from your mind.
Bard: I use my lore-master ability and take 10.
GM: Sure.

It suddenly occurs to me that the fat kid from How to Train Your Dragon must've been a bard with the lore master ability, then.

Anyway, back on topic. I think we can all agree that there are gry areas as to what constitutes sufficient threat/distraction to prevent the use of Take 10. However, as I reflect back on my own experience, those gray areas have hardly ever happened. Usually, I'm either in a situation of obvious duress (combat, chasing a werewolf across a city, riding a ship through a massive storm, etc) or not (looting the bodies, climbing up onto a ledge while exploring, checking the door for traps while everyone's standing around waiting casually).

So really, if people get educated on the more obvious parts of Take 10, there really shouldn't be that many issues.

Shadow Lodge

nosig wrote:


I have played with players who ONLY use their Kn skills for monster identification. I was once asked what monsters I could ID with my Kn(Royal/Nob).

...to which you answer, "The ones that matter."


Matthew Downie wrote:
Arnwyn wrote:
Huh. After reading this thread, now I really wonder why the heck that Bard "lore master" ability exists...

Here's a way it could work:

Scenario A:
GM: The people of the village tell you that their leader was devoured by a hydra. Make a knowledge: arcana check.
Wizard: Can I take 10?
GM: Sure.

Scenario B:
GM: Suddenly, a snake monster with multiple heads leaps out of the bushes. Make a knowledge: arcana check.
Wizard: Can I take 10?
GM: No. You're distracted by an immediate threat. Make the roll. Maybe you'll suddenly remember lots about it, or maybe the terror will drive all useful information from your mind.
Bard: I use my lore-master ability and take 10.
GM: Sure.

Yes...although note that the rogue ability "Skill Mastery" uses wording like "she may take 10 even if stress and distractions would normally prevent her from doing so". So it's not clear if leaving that boilerplate wording out is meaningful or not.

The Exchange

Looks like many (not sure if it is a majority) of the posters are saying the best way to solve this problem is to just not T10.

Is that what I am hearing?

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nosig wrote:

Looks like many (not sure if it is a majority) of the posters are saying the best way to solve this problem is to just not T10.

Is that what I am hearing?

No, it's that if your GM says "no" when you try to take 10, just say "okay" and roll it, and don't reply to other players who try to weigh in on the subject. Then if the GM said "no" for something that should obviously have been legal (not a gray area), discuss it after the game.


nosig wrote:

Looks like many (not sure if it is a majority) of the posters are saying the best way to solve this problem is to just not T10.

Is that what I am hearing?

Not really. I'm saying it's worth a shot, but it's basically futile to argue if the GM plays the "too distracting" card.

Me: I take 10 on my Disable Device check.
GM: You can't, it's too dangerous.
Me: <shrug> Okay.

(EDIT: Ninja'd practically word-for-word by Jiggy.)

The Exchange

do I try it again at a later time with the same skill?

with a different skill?

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nosig wrote:

do I try it again at a later time with the same skill?

with a different skill?

Don't worry about what skill you're using; worry about the situation. If you're in pretty much the same situation twice, assume the answer will be the same.


nosig wrote:

do I try it again at a later time with the same skill?

with a different skill?

I'm not sure what you're getting at. You can ask to take 10 as often as you like, in any situation you like. The worst that can happen is that the GM will say "no".


hogarth wrote:
I agree that you clearly can't take 10 on Contact Other Plane because it has duration: Concentration; concentrating on a spell is clearly distracting in my book.)

I'd disagree there. Concentrating on a spell is a standard action, you are free to move while doing so.

Now, specifically for contact other plane one could argue that you are under a combat-like threat from this contact and specifically for that spell cannot take 10 on the check.. but that's different than any blanket interpretation that you want to extrapolate from it.

hogarth wrote:
I'm saying it's worth a shot, but it's basically futile to argue if the GM plays the "too distracting" card.

Basically it's an easy way to see other problems that you are likely to have with this DM.

Rather than think of it as a problem, think of it as a window in which you can see current and future problems.

Personally if your DM is contorting to disallow a take 10 then you're likely best served by finding another DM.

Now in PFS, it just tells you to avoid that judge in the future... sadly you will get both great judges and horrible judges in organized play. But once you start to figure the wheat from the chafe you'll be fine.

-James

The Exchange

actually the worst that can happen is the Judge can get pissed at me constantly breaking his concentration and all the monsters would then consider my Rogue a new snake food they just got to try (Elf, the other white meat).

James: yeah, it's sort of what I'm doing now. In the normal venue where I play, I try to teach the other judges and players what the T10 rules are (and re-teach it after they play for someone else). it's just that I travel to Cons regularly and alway hit this problem. In my last 12 tables the only judge who understood the T10 rules was my son.

"Personally if your DM is contorting to disallow a take 10 then you're likely best served by finding another DM." -
Guess I'll have to start singing Chirstmas music with my bard. "Making a List, checking it twice..."


Quote:

I tell people that there are 2 schools or types of RPG,

A) Confrontational - it's Judge vs. players (or often player vs. everyone else).
B) Conspiratorial - we're all in this together.

Type A judges find reasons why something wont work,
Type B judges enjoy watching you find ways to get things to work.

You also have DMs that are conspiratorial but realize that some players are confrontational. As a DM I want to strike a fine line between someone using and someone exploiting the rules.

"I want you to succeed" and "I want you to succeed automatically" aren't the same thing. If someone tells me they have a +18 perception for traps i'll say "Great... you'll need it."

It goes against the spirit of adventure to make detecting traps automatic. It goes against the spirit of fairness to make the traps so hard that a maxed out perception monkey will miss them on a 10.

Quote:
In the normal venue where I play, I try to teach the other judges and players what the T10 rules are (and re-teach it after they play for someone else). it's just that I travel to Cons regularly and alway hit this problem. In my last 12 tables the only judge who understood the T10 rules was my son.

This may be part of the problem. If you're pointing out that the take 10 rules don't take 10x as long as normal you're teaching. Anything beyond that is "u r doin it wrong" because the wording is vague and subject to interpretation. In other words you're trying to substitute your judgement for the DM's from the wrong side of the table.

There doesn't seem to be any consensus on when you can or can't take 10 , even within the rules system itself. Many abilities treat taking 10 under stress, even if the only stress is using that skill, as a special ability.

1) Skill mastery is a major rogue talent. Why would a major rogue talent exist to get you over minor obstacles?

2) Lore master

3) Childlike

Your resemblance to a human child tends to make others trust you, perhaps more than they should.

Prerequisites: Cha 13, halfling.

Benefit: You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. You gain a +2 bonus on Disguise skill checks to pose as a human child, and ignore the check penalties for disguising yourself as a different race and age category while doing so.

Now, a +2 bonus on a specific bluff highly underpowered for a feat, so the draw has to be the take 10. But whats the point of this feat if you can take 10 anyway? You're highly unlikely to be using this in combat, or when distracted by anything other than making the bluff check to point out the window

Magic Lore (Ex): At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue's trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind. This ability replaces well-versed.

-how often do you ID magic items or decipher scrolls in combat?

Quote:
Effortless Sneak (Sp) Effortless Sneak (Sp): At 3rd level, the chameleon chooses a single terrain from the ranger's favored terrain class feature. While she is within that terrain, she can take 10 on any Stealth check she can make within that terrain. When the chameleon reaches 6th level, and every three levels thereafter, she chooses a new type of terrain from the ranger's favored terrain list

The applicability of stealth in combat is fairly limited. You would use stealth to sneak up on someone, but allegedly you can already take 10 to sneak passed the dragon.

Pass For Human: also allows you to take 10 on disguise rolls


nosig wrote:
it's just that I travel to Cons regularly and alway hit this problem.

Well you still have some recourse here.

1> The group of people that travel to cons is a smaller group.. you can get the scuttlebutt from them to scout out the better/worse judges by rules knowledge, as well as other factors.

2> If you are within a localized region (as opposed to say the traveling that some did with LG) then you can work on educating the entire region. I know that the SF bay area did an absolutely awesome job of this in the LG venue back when. I traveled across the states playing and on average I'd have to say that their area was the most overall rules' knowledgeable group en mass. To hear them tell it there was work and dedication involved but once done it maintained itself very well.

It seems that you are looking to be proactive about this (and more power to you). Assuming that you are talking about cons in a general region then I would start talking to the con coordinators and work with them. Share with them your mixed results on GM knowledge and how you'd like to shore it up. It's something really worth doing,

James


nosig wrote:
actually the worst that can happen is the Judge can get pissed at me constantly breaking his concentration and all the monsters would then consider my Rogue a new snake food they just got to try (Elf, the other white meat).

Not to put too fine a point on it, but I suspect the GMs are not getting pissed at you for politely asking if you can take 10 and abiding by their rulings; it sounds like you're engaging them in debate in the middle of the game.

The Exchange

hogarth wrote:
nosig wrote:
actually the worst that can happen is the Judge can get pissed at me constantly breaking his concentration and all the monsters would then consider my Rogue a new snake food they just got to try (Elf, the other white meat).
Not to put too fine a point on it, but I suspect the GMs are not getting pissed at you for politely asking if you can take 10 and abiding by their rulings; it sounds like you're engaging them in debate in the middle of the game.

Actually the problem arrises because the other players often chime in. I normally shrug and say "Sure" and roll on. Though normally I'll ask the DM to roll it behind his screen (with my Trap Spotter I've asked that he roll that roll where I can't see it) so that I don't have Meta-Knowledge about the roll. And sometimes I'll take several Perception rolls if I have to take rolls. (Normally I do 5 for hallway corners and intersections if the judge says no T10 on perception. I'll use 5 d20s at once if I can. This grew out of one judge requireing a different roll for each wall ceiling and floor of the cube in front of my character.)

For Gather Info checks I'll shrug and tell the other players they would be better served to roll their own dice then to aid me - mostly my Face characters only have +10 to +16 on that skill.

The Exchange

Oh, and sometimes it's just that the DM doesn't know the rule. They are doing what they heard at the last game (or several games back) when someone said "I'll take 10 on that skill" and their judge said "you can't T10 on a (insert skill here) check".

The Exchange

But I guess we have answered the original question...
"Is there anyplace in the FAQ, or anywhere, that I can print an explaination with examples to had to my judge before the game starts so that I can find out how it is going to work during the game?"

and that would be a "NO".

the second part of this was the statement that I intended to create one, and I was strongly advised against doing that as it would bias the judge tword my character and me. Perhaps to the extent that would prove fatal to my character, sometimes to the extent that I would be asked to leave the table.

The creation of a T-shirt with the T10 rule on it was excepted as a good idea, perhaps with other rules (T20?) on the back and perhaps in conjuction with a small printed version of the T10 rule to be give to anyone who asked for it.

Looks like this is now a dead thread - anything after this is just "whispers in the ruins"....

Owner - House of Books and Games LLC

That's why I used Take 10 on my Linguistics check for this thread. I figured I could get the gist of it without necessarily reading every single post :)


There seems to be a lot of resistance to handing a DM a list of rules questions. But what would you think if a DM handed the players a list of how commonly-interpreted rules (including T10 and T20) work at his table?

Have you ever encouraged a judge to make such a list?

The Exchange

Outl wrote:

There seems to be a lot of resistance to handing a DM a list of rules questions. But what would you think if a DM handed the players a list of how commonly-interpreted rules (including T10 and T20) work at his table?

Have you ever encouraged a judge to make such a list?

I am pretty sure that several of the persons who posted earlier would then ask me to leave thier table. Perhaps I am being a pessimist, but the gist of what I got out of this post was to "play the normal way - don't change established procedures for play".

But I like your idea - I may just create a handout to give out at tables when I'm the Judge. I already have a page of Tactics that I give out to beginers with a bunch of suggestions (ex. "when all else fails, play dead"). Maybe a "How T10 and T20 work for me" would be good to hand out. Maybe other judges might pick it up. In fact, Thank you for the suggestion Outl! I'll work on that.

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I'm kind of thinking of making a pamphlet with the T10 rules, the SKR posts referenced earlier, and some brief discussion on the theoretical and practical application of T10. Then I can print a bazillion copies and hand them out to every single player and GM I run into locally. If I don't end up with enough text for a proper pamphlet, I could always throw T20 in there too.

I just need to get around to buying ink for my printer...

The Exchange

Jiggy wrote:

I'm kind of thinking of making a pamphlet with the T10 rules, the SKR posts referenced earlier, and some brief discussion on the theoretical and practical application of T10. Then I can print a bazillion copies and hand them out to every single player and GM I run into locally. If I don't end up with enough text for a proper pamphlet, I could always throw T20 in there too.

I just need to get around to buying ink for my printer...

Send it to me! I'm already about to drop a chunk on T-shirts and will print them myself. (nosig (at) aol (dot) com)

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nosig wrote:
Jiggy wrote:

I'm kind of thinking of making a pamphlet with the T10 rules, the SKR posts referenced earlier, and some brief discussion on the theoretical and practical application of T10. Then I can print a bazillion copies and hand them out to every single player and GM I run into locally. If I don't end up with enough text for a proper pamphlet, I could always throw T20 in there too.

I just need to get around to buying ink for my printer...

Send it to me! I'm already about to drop a chunk on T-shirts and will print them myself. (nosig (at) aol (dot) com)

Haha, I haven't actually *made* the pamphlets yet; it's just an idea. But yeah, I can send it to you once I make it.

As for the T-shirts, are you planning on just the rules text? That's probably the best way to go. Although I would recommend some slight emphasis:

Take 10 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.

The part that I bolded above, I recommend putting in a different color font on the shirts. Like if you're doing a white shirt with black text, maybe make those bits red or green. I say this because I think most misunderstandings of T10 are at least related to a failure to realize that the entire point of the mechanic is to prevent failure.

Just a suggestion.

The Exchange

sounds good!
If you see someone in a T10 T-shirt at a con sometime, stop and say hi!

The Exchange

nosig wrote:

sounds good!

If you see someone in a T10 T-shirt at a con sometime, stop and say hi!

Got two T-shirts on order now (one for me, one for my wife), should be in in a week. Not bad, like $15 bucks a piece. But I just had the T10 rules on the front, I figure if it comes up, I'll pass over the SKR links on a printed sheet - this will segway into a T10/T20 write up page.


nosig wrote:
If you see someone in a T10 T-shirt at a con sometime, stop and say hi!

I suspect you'll get a lot of fingerprints from GMs pointing at the words "immediate danger", so you better use a high-quality ink for them. ;-)

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

nosig wrote:
nosig wrote:

sounds good!

If you see someone in a T10 T-shirt at a con sometime, stop and say hi!
Got two T-shirts on order now (one for me, one for my wife), should be in in a week. Not bad, like $15 bucks a piece. But I just had the T10 rules on the front, I figure if it comes up, I'll pass over the SKR links on a printed sheet - this will segway into a T10/T20 write up page.

Seriously? Where'd you get custom shirts for $15?

The Exchange

I figure it is going to be a good way of showing the judge that I'm serious when I say "I take 10 as often as I can" and yet not be "in his face" about it.
me:"I take 10"
Judge: "Can't"
me:"'K, where the heck in my d20 now?" rattle-rattle (insert number 1 to 20)

The Exchange

Jiggy wrote:
nosig wrote:
nosig wrote:

sounds good!

If you see someone in a T10 T-shirt at a con sometime, stop and say hi!
Got two T-shirts on order now (one for me, one for my wife), should be in in a week. Not bad, like $15 bucks a piece. But I just had the T10 rules on the front, I figure if it comes up, I'll pass over the SKR links on a printed sheet - this will segway into a T10/T20 write up page.
Seriously? Where'd you get custom shirts for $15?

Not sure if I can put a plug in here - but it was a company in St. Louis (my home town now) - so I can just drive over and pick 'em up.

Mine (3x) is a little over, my wifes is less (both size and price). And I got a minor discount 'cause I'm doing 2. But maybe I'll get several more and give 'em to select players when I'm DMing (Yeah, it's likely to be an awful sexist thing).

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