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Nosig, arguing the rules during the game is always the wrong thing to do. But I don't have the "right" answer for you. I know what you are trying to accomplish with the shirt and I agree with 98% of your side of the argument, but the shirt is interpreted by many to be adversarial. Almost as if you are assuming they are wrong before even having the chance to rule and you are going to educate them. That may not be your intent, but perception is reality.
What you have to ask yourself, "is this sooo important to me, that I cannot enjoy the game if the GM denies take10?" If so, then I would talk to the GM prior to the game, perhaps in private, and quickly explain your position. If they rule against you, leave the table, or "table" the discussion until afterwards and see if they would be open to a discussion of how/why you feel the rule works as you interpret.

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Nosig, I admit that back in the day, I would have ruled against take10 because there was a "distraction." That of falling to your death. However, more recent designer comments indicate that was not sufficient to deny the take10 and did not qualify as a distraction. (note this was a change from what I was told by a designer prior). I think the climb example in the PHB v3.5 is still valid.
Bob, as I've said many times and it seems many people on here do not beleave.
I really don't care what way it's done - as long as we all do it the same way.
My wife resently played half a game rolling a d12 rather than a d20 for all her Inititives and skill checks. While funny now, it made her feel bad as she felt she had let her team down. But you know, if we all rolled skill checks and Init. rolls with d12s - it would be fine with me.
I want a consistant game - I want my 'toon to play much the same for you as for Ernie as for someone I have never met before. If this means we all join BNWolf's "Church of Righteous Impartial Tetrahedron" I'm fine with that. I'll just build my Trap spotter more specilized with even more gimmicks, so that I'll protect my party even when I roll a "1" on perception.

setzer9999 |
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setzer9999 wrote:Actually setzer, the rules have not changed one word from 3.5 to PF. they were carried strait over. The only thing lost (that I know of) was the example of taking ten on a climb check - (that it is allowed) - which was dropped due to IP (I think). and even that example showed that you could T10 when under the stress of failure (though not in combat) - which...Bob Jonquet wrote:my stuffsetzer9999 wrote:This is flawed reasoningBob's stuff
What? I know I said I was done with this thread but that is just too much.
What I am trying to get across is that there is sufficient logic to support both positions. If you cannot see that, no one can even attempt to convey their interpretation because you will just dismiss it outright.
And what I am trying to convey is that there IS NOT evidence to support both positions in the Pathfinder Rulebook RAW. There is simply no text that says anything about not taking 10 in any situation except for if it is distracting or dangerous. There. just. isn't. The fact that there is text that "implies there might be a reason" in a single class feature ability, does not override the entirety of the way the core mechanics of skill checks work. The game has been written, re-written, and worked on by dozens of people writing and copy/pasting. There are bound to be errors. Unless the rule is VERY clear that you can't take 10 on a skill, you can take 10 on the skill. If Lore Master makes you confused, fine, you're confused, but the rule on taking 10 in the skill check section of the rules says that yes, you can take 10.
I'm not just arguing that you can take 10. I'm also taking it a step further and saying that in the PF RAW, there isn't even enough evidence to even marginally support the other side of the argument.
Now, the RAI of the developers may be the opposite of this... but if it is, they didn't write it well then. If they release an official FAQ/Errata about it, I'd abide by it one way or the other. But RAW... there is not enough (or any) evidence to limit you from taking 10 on any skill except UMD and swim in stormy conditions. If you can find the line where it says so, please link it (not Loremaster which as written just basically pointlessly reiterates that yes indeed you can take 10).

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Krusk IS allowed to take 10 because there's no stress of failure in Krusk's climbing. If Krusk fails the roll krusk does not fall: Krusk stays where he is. Staying where you are is not an immediate danger. Falling is.
Oh BNW, I thought we were of like mind on this topic or maybe I am misunderstanding your comment. The take10 doesn't have anything to do with the failure inherent with the attempt. I had previously agreed with you, but the designers clarified that.
Trigger a trap, falling to your death, etc. are not considered distractions for using the skill. However, outside forces can be: combat, someone shining a light in your eyes, etc. Even if Krusk could fall with a failed checked, that does not deny him the take10 assuming that the only "distraction" to the attempt is the risk of failing the check and falling. As soon as the goblin starts attacking, it becomes a distracted attempt and rolls are required.

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BigNorseWolf wrote:Krusk IS allowed to take 10 because there's no stress of failure in Krusk's climbing. If Krusk fails the roll krusk does not fall: Krusk stays where he is. Staying where you are is not an immediate danger. Falling is.Oh BNW, I thought we were of like mind on this topic or maybe I am misunderstanding your comment. The take10 doesn't have anything to do with the failure inherent with the attempt. I had previously agreed with you, but the designers clarified that.
Trigger a trap, falling to your death, etc. are not considered distractions for using the skill. However, outside forces can be: combat, someone shining a light in your eyes, etc. Even if Krusk could fall with a failed checked, that does not deny him the take10 assuming that the only "distraction" to the attempt is the risk of failing the check and falling. As soon as the goblin starts attacking, it becomes a distracted attempt and rolls are required.
(BNW: Sorry for the double-notification.)

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I really don't care what way it's done - as long as we all do it the same way.
Sorry, my friend, but that is not going to happen unless the "official" rules are clarified. In lieu of such, GM's are going to rule as they believe it should be. That is not creating rules, as some have suggested, that is ruling on the ambiguity. Until there is an FAQ, you are going to see table variation. Even if everyone on this thread, or even in the forums, agreed, that does not permeate to the thousands of other GM's out there that could be in charge of your next table.
So the question remains, each of us must decide if this mechanic is so important to us that unless the GM rules in our favor, we cannot enjoy the game at all. If so, *you* can only play with GM's you know or not play. If not, then accept the GM's ruling and move on.

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nosig wrote:I really don't care what way it's done - as long as we all do it the same way.Sorry, my friend, but that is not going to happen unless the "official" rules are clarified. In lieu of such, GM's are going to rule as they believe it should be. That is not creating rules, as some have suggested, that is ruling on the ambiguity. Until there is an FAQ, you are going to see table variation. Even if everyone on this thread, or even in the forums, agreed, that does not permeate to the thousands of other GM's out there that could be in charge of your next table.
So the question remains, each of us must decide if this mechanic is so important to us that unless the GM rules in our favor, we cannot enjoy the game at all. If so, *you* can only play with GM's you know or not play. If not, then accept the GM's ruling and move on.
or discuss, discuss, discuss as much as I can stand it, and perhaps when I sit at a table I'll not have a question. I'll have a judge say "cool shirt" and tell me "thanks for putting your Perception on your Table tent so I don't have to keep asking you for it." Wait, both of those happened this last weekend. Never mind, you get my picture.

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@Bob: To be fair, nosig's started multiple discussions on T10 (both here and on the rules boards), I've participated in most/all of them, and even still it wasn't until this iteration that I (since I can't speak for others) became fully aware of the Lore Master issue. I'm now more prepared to rule on that at my tables, and have accumulated 45 FAQ flags in an effort to get it clarified.
Isn't that the whole point of this part of the boards? To bring issues to light, get clarification where we can, and at the very least help each other not be blindsided by issues we weren't aware of?
On the other hand, nosig, sometimes it might be better to let a particular thread drop for a while and bring it up again in the future. For instance, the Lore Master debate obviously isn't going anywhere in the foreseeable future. Time to (at least temporarily) accept the table variation on it.

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quote=NosigQuote:Bob - I fear that you will not convense him. Thou I may be "putting words in his mouth" (watch the teeth there!) He appears to want to ensure that everyone rolls the dice, else they are not having fun the right way. T10 is a direct threat to that and must be banned.You are both putting words in my mouth and ignoring the words I've already spoken. I've listed a large number of circumstances where I don't have any problem at all with take 10, and i've listed a number of circumstances where I DO have a problem with take 10 BUT accept the fact that its a rule. Its a disingenuous strawman to accuse me of irrationally launching a crusade against take 10 given the large number of cases where I do accept it, that i don't erroneously require it to take more time, and have no problem with it speeding up the dungeon crawl.
you are quite right wolf - I am sorry.
I spoke out of turn and will have no problem offering a more formal apology if you need it.I deleted the post as soon as Jiggy pointed it out to me and regret having said it.
(Please do not take this in a bad way, but I would like to ask for some explaination of the terms:
"Cult of Take Ten" and "the Church of Righteous Impartial Tetrahedron" though.)

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BigNorseWolf wrote:You are both putting words in my mouth and ignoring the words I've already spokenSorry, its just that the way the Krusk comments read, it sounded different that what you intended, at least from my perspective.
Sorry, that was supposed to be you (singular) are putting words AND ignoring blah blah. (i can blah blah myself right?) Not Ya'll have been putting words in my mouth..
I'm not sure about taking 10 when failing can get you killed. The wording actually did change between 3.5 and pathfinder, leaning if anything more strongly towards a "no".
Pathfinder: Taking 10: When your character is not in immediate danger or distracted,
3.5 When your character is not being threatened or distracted, you may choose to take 10.
The example is a slope with a dc of 10 and a modifier of +6. This seemed deliberately calculated to preclude the possibility of Krusk falling even on a roll of a 1.
I can definitely see the argument both ways here. SKR's comments about broad jumping over a chasm push it rather firmly towards yes. It just more or less negates the advanced rogue talents though.
_____
For the ambush I don't see the other side of it. You are definitely in danger, you are being threatened, it isn't an inconsequential roll. Go polyhedral fate.

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Please do not take this in a bad way, but I would like to ask for some explaination of the terms:
"Cult of Take Ten" and "the Church of Righteous Impartial Tetrahedron" though.)
Cult of take ten: You can take 10 any time unless initiative has been rolled.
Church of the Rightous Impartial Tetrahedron: Taking 10 must die in a fire!
Both names are meant as a joke. I realize that there are people who don't know/interpret the take 10 rules to be more limited than I do.

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Bob Jonquet wrote:BigNorseWolf wrote:You are both putting words in my mouth and ignoring the words I've already spokenSorry, its just that the way the Krusk comments read, it sounded different that what you intended, at least from my perspective.Sorry, that was supposed to be you (singular) are putting words AND ignoring blah blah. (i can blah blah myself right?) Not Ya'll have been putting words in my mouth..
I'm not sure about taking 10 when failing can get you killed. The wording actually did change between 3.5 and pathfinder, leaning if anything more strongly towards a "no".
Pathfinder: Taking 10: When your character is not in immediate danger or distracted,
3.5 When your character is not being threatened or distracted, you may choose to take 10.
The example is a slope with a dc of 10 and a modifier of +6. This seemed deliberately calculated to preclude the possibility of Krusk falling even on a roll of a 1.
I can definitely see the argument both ways here. SKR's comments about broad jumping over a chasm push it rather firmly towards yes. It just more or less negates the advanced rogue talents though.
_____
For the ambush I don't see the other side of it. You are definitely in danger, you are being threatened, it isn't an inconsequential roll. Go polyhedral fate.
about ambush -
can my PC take 10 before the ambush? before he has gotten to it?so... if he can detect the ambush some distance away, say 50' away, can he do that taking 10? At which point can he no longer take 10?
for me that would be when Init. is rolled, in the surprize round. when the threat is there. when is it for you? The point at which he can no longer taking 10 on a perception roll (checking for traps) and must roll the dice.

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Please do not take this in a bad way, but I would like to ask for some explaination of the terms:
"Cult of Take Ten" and "the Church of Righteous Impartial Tetrahedron" though.)Cult of take ten: You can take 10 any time unless initiative has been rolled.
Church of the Rightous Impartial Tetrahedron: Taking 10 must die in a fire!
Both names are meant as a joke. I realize that there are people who don't know/interpret the take 10 rules to be more limited than I do.
oookkkk... hmmm.
how aboutOrthodox Church of Take Ten: (that would be OCTT)
and
Cult of Rightously Imperial Tetrahedron (that keeps the CRIT acronym for it).

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can my PC take 10 before the ambush? before he has gotten to it?
so... if he can detect the ambush some distance away, say 50' away, can he do that taking 10? At which point can he no longer take 10?
I suppose the danger would be immediate at the maximum encounter distance based on terrain.
for me that would be when Init. is rolled, in the surprize round. when the threat is there. when is it for you? The point at which he can no longer taking 10 on a perception roll (checking for traps) and must roll the dice.
1. When combat begins, all combatants roll initiative.
2. Determine which characters are aware of their opponents. These characters can act during a surprise round. If all the characters are aware of their opponents, proceed with normal rounds. See the surprise section for more information.
3. After the surprise round (if any), all combatants are ready to being the first normal round of combat.
4. Combatants act in initiative order (highest to lowest).
5. When everyone has had a turn, the next round begins with the combatant with the highest initiative, and steps 3 and 4 repeat until combat ends.
Huh. Technically you roll init and then make the perception rolls, which is kind of wonky because if everyone misses the perception rolls then there's no encounter at all...
So in the above example, init's rolled, Scout and the rest of the party make perception checks (and even by your reading have to roll because they're in initiative) vs the creatures stealth , those that make the roll and the creature get to act in the surprise round. (Scout is carrying a torch, so there's no chance of the monster missing him)

james maissen |
I disagree. The Take10 rules are a nearly exact copy of the v3.5/OGL rules. Lore Master, however, is new to the bard class. It can be reasoned, that the author of that class ability knew what the RAI are for taking take10 and applied it to the language of the class ability. There is a lot of text that has been transferred, sometimes verbatim, and the designers have admitted that some of them should have received some additional clarifications. I believe that this is one of those cases.
That's interesting and of course the exact opposite of the conclusion that I drew (not much new there).
Can we agree that before PF (and thus before Bardic Lore Master, the Childlike feat, etc) that clearly one could take 10 on knowledge skills and the like when not 'threatened or distracted'? (Ignoring the interpretations of those words)
Now we have two situations:
1. The PF designers purposefully elected to change the take 10 rules to disallow taking 10 with knowledge skills.
How did they do this?
A. They changed the rules for take 10. Well they slightly did so (meaning that they addressed it) but not in a way to do so.
B. They altered the knowledge skill entry to do so. Nope.
C. They gave a random class an obscure feature that might, in some readings, imply this.
OR
2. They merely made a decision to limit the redundant wording in a book that was topping a ream of paper.
Everyone writes differently. And if Paizo elects to write differently than WotC then more power to them.
I think that if they had purposefully meant to change take 10 for some skills then they would have gone through 1B rather than 1C. And other than I think this, is there some reason that you think 1C rather than 1B?
-James
PS: Bard Lore Master certainly does things. But its also certainly worded for brevity rather than exactness. After all the limited part of it is really 'rather than roll for a knowledge skill treat it as a 20' instead of take 20. Take 20 however is much shorter.

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Quote:can my PC take 10 before the ambush? before he has gotten to it?
so... if he can detect the ambush some distance away, say 50' away, can he do that taking 10? At which point can he no longer take 10?I suppose the danger would be immediate at the maximum encounter distance based on terrain.
Quote:for me that would be when Init. is rolled, in the surprize round. when the threat is there. when is it for you? The point at which he can no longer taking 10 on a perception roll (checking for traps) and must roll the dice.1. When combat begins, all combatants roll initiative.
2. Determine which characters are aware of their opponents. These characters can act during a surprise round. If all the characters are aware of their opponents, proceed with normal rounds. See the surprise section for more information.
3. After the surprise round (if any), all combatants are ready to being the first normal round of combat.
4. Combatants act in initiative order (highest to lowest).
5. When everyone has had a turn, the next round begins with the combatant with the highest initiative, and steps 3 and 4 repeat until combat ends.
Huh. Technically you roll init and then make the perception rolls, which is kind of wonky because if everyone misses the perception rolls then there's no encounter at all...
So in the above example, init's rolled, Scout and the rest of the party make perception checks (and even by your reading have to roll because they're in initiative) vs the creatures stealth , those that make the roll and the creature get to act in the surprise round. (Scout is carrying a torch, so there's no chance of the monster missing him)
looks good to me. so, other than the Perception roll that my PC didn't get to take (likely by my own choice), where are we in difference?
Oh, and I guess there was no chance of my character getting a Perception roll before he was within charge reach of the monster? Was this because the PC wasn't checking for ambushes, just searching for traps when he was taking 10 on perception rolls? (No snark intended, this is a real question. This is the usual response I get when my "scout" with a +28 perception is attacked by the large monster that was placed on the map 15 feet away).
Or do we switch over to rolls as soon as my PC might be able to detect the ambush? If so, can I get you to roll those, so I wont Meta-game my responses - just tell me when/if I detect anything that would likely cause my PC concern (Large fanged red glowing eyes would count for that).

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Oh, and I guess there was no chance of my character getting a Perception roll before he was within charge reach of the monster? Was this because the PC wasn't checking for ambushes, just searching for traps when he was taking 10 on perception rolls? (No snark intended, this is a real question. This is the usual response I get when my "scout" with a +28 perception is attacked by the large monster that was placed on the map 15 feet away)
No, it would be because the torch only goes out 30', or the monster is hiding up a conveniently placed shaft and you need to be close before spotting it is even possible, or you need to open the door before you can spot it, or you need to get everyone on the battlemat so you can figure out the perception modifiers...
I do NOT like "the monsters surprise the PC's begin combat" I absolutely hate making the players sit around for a few minutes getting pwned without them being able to react to it, or at least get a perception/sense motive check for it.
other than the Perception roll that my PC didn't get to take
You DO get to take it. Its just a roll of a d20, not a flat 10, because you're in immediate danger. If you make it you go in the surprise round. (if everyone makes it there is no surprise round)
The sad fact is that the terrain is often there for the monsters to take advantage of it. Its what makes sneaking around such a pain for the PC's but great for the monsters.

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Nosig wrote:Oh, and I guess there was no chance of my character getting a Perception roll before he was within charge reach of the monster? Was this because the PC wasn't checking for ambushes, just searching for traps when he was taking 10 on perception rolls? (No snark intended, this is a real question. This is the usual response I get when my "scout" with a +28 perception is attacked by the large monster that was placed on the map 15 feet away)No, it would be because the torch only goes out 30', or the monster is hiding up a conveniently placed shaft and you need to be close before spotting it is even possible, or you need to open the door before you can spot it, or you need to get everyone on the battlemat so you can figure out the perception modifiers...
I do NOT like "the monsters surprise the PC's begin combat" I absolutely hate making the players sit around for a few minutes getting pwned without them being able to react to it, or at least get a perception/sense motive check for it.
Quote:other than the Perception roll that my PC didn't get to takeYou DO get to take it. Its just a roll of a d20, not a flat 10, because you're in immediate danger. If you make it you go in the surprise round. (if everyone makes it there is no surprise round)
The sad fact is that the terrain is often there for the monsters to take advantage of it. Its what makes sneaking around such a pain for the PC's but great for the monsters.
Ok, let's address each of these one at the time.
Being an elf, the torch goes out to 60 for my PC. and another 60 of dim light (giving concealment to hide in. Do you consider out of line of sight Undetectable? or just give the monster a bonus to stealth? Can a monster be detected thru a door? I consider the note "you need to get everyone on the battlemat so you can figure out the perception modifiers..." to not apply - thou I encounter it alot. (Judge draws an 3 square by 3 square box and says "place your figures in this". he then places Large monster templates on each side and says "oh! roll Perception - anyone getting a 20 or more can go in the surprise round." I've seen exactly that. )I also do not like "the monsters surprise the PC's begin combat" I address that when I play by being the scout, with a high perception bonus and my Trapsmith took a level of Foresight Wizard so he always goes in the surprize round. With an Init bonus of +14 he often (ntt always ... yet) goes first.
as to the perception roll - I thought you indicated that we were starting in combat, so I figured I wouldn't get one. If it is already in Init - I have no problem rolling every roll, after all, that's what the rules say.
oh - I guess I covered the bit about the surprise round. He goes in the surprise round (Foresight wizard) and has a high Init, so is likely going to flee combat (not my job - I'm a Trap specialist - I leave the monsters to the Monster disposal specialist).
My 'toon will often use the terrain to his advantage. Potions of Darkvision, Spider climb spells, and Vanish/Invisibility, linked with very good stealth skills rolls and low-light vision do wonders for detecting traps. Surprizingly, he hardly ever gets to catch the monsters un-awair though, they seem to almost always detect him, even when invisible.
hope this helps....

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Ok, let's address each of these one at the time.
Being an elf, the torch goes out to 60 for my PC. and another 60 of dim light (giving concealment to hide in.
Ok, keep in mind that for the above scenario it wasn't written for your PC. It was mostly written for a dramatic cutaway.
Do you consider out of line of sight Undetectable? or just give the monster a bonus to stealth?
See, this is the problem with a split Spot/Listen Hide/move silently.
Line of sight no. Line of effect... almost.
Either way it doesn't matter for the purposes of this conversation. By the order pointed out in the combat section, you declare initiative and then determine awareness: so whether I'm checking for initiative at 60 feet in a dense forest or 15 feet because you're coming into a dark room by raw you roll initiative is rolled and then you roll perception.
I prefer to roll perception and then roll initiative.
Can a monster be detected thru a door?
If you stop and put your ear to the door yes.
I just assume that if the party is going through a door, everyone is holding actions to do something once they burst in. If the monsters are on the other side of the door they get a listen check to hear the party. If they hear you coming they hold actions. You're holding actions, they're holding actions, its a mulligan, roll init and begin the brawl. If they don't hear you its a miricle and the PC's are the ones who've earned a surprise round.
I consider the note "you need to get everyone on the battlemat so you can figure out the perception modifiers..." to not apply - thou I encounter it alot. (Judge draws an 3 square by 3 square box and says "place your figures in...
Thats probably almost as much the modules fault as the dms..

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Being an elf, the torch goes out to 60 for my PC. and another 60 of dim light
Um, no it doesn't. Elves "see twice as far as humans in conditions of dim light." That means the normal light from the torch, which is only 20ft BTW, is the same. A human gets 20ft of dim light beyond that, while an elf gets 40ft of dim light vision.

james maissen |
** spoiler omitted **
We differ in views even under spoilers..
Characters with low-light vision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light, normal light, and dim light for such characters.

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** spoiler omitted **
"Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light."
*emphasis mine*
The text seems clear in this case. Normal light vision functions normally, but their dim light vision only is twice as far.And now that I think about it, it could be argued that traveling in a an unlit dungeon, elves would gain no benefit at all since the light beyond the dim light produced by the light source is darkness, not dim light, so they wouldn't gain any benefit.

james maissen |
Spoiler:
Can you quote any rules supporting your position?
Characters with low-light vision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light, normal light, and dim light for such characters.
Basically for an elf (or others) the light radius is twice as big. And the corresponding dim light is as well.

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** spoiler omitted **
yow might want to check on this Bob - I could be wrong, but I don't think so. (PF has changed a lot of the rules on Light and darkness)
Thou a torch does give 20' radius light, I was assumeing BNW was giving my Rogue a Continual Flame Torch. (Ever Burning Torch I guess). Not that he would EVER carry such a thing).

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Yeah, the rules on the light/dim light/low-light stuff exist in three different places and some of the text is incomplete. My spoiler was only in regards to what was in the back of the book under low-light vision.
Wait, the rules exist in more than one place?...this sounds a lot like the take10 rules...hrmmmmm

james maissen |
Wait, the rules exist in more than one place?...this sounds a lot like the take10 rules...hrmmmmm
Not quite.
Again, if the Paizo folks had wanted to change the take 10 rules then I suspect that they would have done so in the skills section.
They did slightly change the wording, but it doesn't alter that you can take 10 on any skill (baring UMD) in many circumstances.
They did not change the knowledge skill to say one could not take 10 on any of them.
They did alter the bard class, but the lore ability there doesn't say 'unlike normal' or anything like that. Rather it just uses a different wording than WotC did.. likely because they're not WotC (hint: they're better).
The designers have flatly stated that just because they don't remind you of a rule doesn't invalidate it.
So why would you think that one could not take 10 on a knowledge skill ever?
-James

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Yeah, the rules on the light/dim light/low-light stuff exist in three different places and some of the text is incomplete. My spoiler was only in regards to what was in the back of the book under low-light vision.
Wait, the rules exist in more than one place?...this sounds a lot like the take10 rules...hrmmmmm

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Huh. Technically you roll init and then make the perception rolls, which is kind of wonky because if everyone misses the perception rolls then there's no encounter at all...
This was actually very clear in 3.0 (but gawd it was clunky), got a little muddied in 3.5, and then somehow got completely turned around in the change to Pathfinder. From the 3.0 SRD:
ENCOUNTERS
When an encounter between the PCs and an NPC or creature is imminent, follow these steps:
1. Determine vision conditions and terrain. Choose from the choices on Table: Spotting Distance.
2. If line of sight or illumination defines the distance at which the encounter occurs (as often happens indoors), start the encounter there. Otherwise, roll for spotting distance on Table: Spotting Distance.
3. All creatures involved make Spot checks. Success means that creature sees the other creature or group. See Table: Spotting Difficulty for modifiers on these checks.
4. If neither side succeeds, all creatures spot each other at one-half the rolled range.
Personally, I consider this to be RAI and still use it (without all the rolling-for-distance clunkiness).

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So, looks like the fireworks on this thread have died down enough for me to ask a question.
Do you (as a Judge) teach new players (totally new, or just new enough not to know the rule) about the T10 rule? What do you teach them?
Picture the following. You have a Tier 1-2 table in a local venue - say a hobby shop. Being the community minded individual we all are, and wanting to "give something back" to the community, you get drafted into running First Steps part II (the dungeon crawl one) for a bunch of Newbies. Some of these guys are so new they don't know how to read a D4, and you have to keep watching them to be sure they are rolling a D20 rather then the D12.
The party needs to climb the slop leading up to the doorway... do you tell them they can T10? what do you say? Do you point them to the page in the (brand new!) CRB one of them is leafing thru?

Aranna |
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No... The Temple of the Blessed "Take 10" Sacrament vs the Cult of the Randomly Impartial Tetrahedron. That better describes the sides.
I can hear their words even now:
Blessed: "Have faith that the take 10 sacrament will deliver you from minor hardships!"
Random: "NO! The strong must fail and the weak must prevail at the whims of the almighty d20!"

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do you tell them they can T10?
I rarely tell players what rules/mechanics to use and when. If it is clear to me I am dealing with a n00b, I will take efforts to help them understand what their character can do, but for experienced players, I cannot assume they know/don't the rules until they reveal the fact to me. Honestly, it is not my place to tell players how to play their character.

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nosig wrote:do you tell them they can T10?I rarely tell players what rules/mechanics to use and when. If it is clear to me I am dealing with a n00b, I will take efforts to help them understand what their character can do, but for experienced players, I cannot assume they know/don't the rules until they reveal the fact to me. Honestly, it is not my place to tell players how to play their character.
I was asking about total newbies. The discription given was "these guys are so new they don't know how to read a D4, and you have to keep watching them to be sure they are rolling a D20 rather then the D12". I am trying to see HOW the players are learning the T10 rule. We all know it's by word-of-mouth... I just want to know if it's:
A) "works like this NOOBIE..."B) "check page 86, just before the section on Aid another. Hay! speaking of Aid another, you can try to help your fellow Pathfinders by..."
How do we (how should I) teach this rule to the new guys?

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I am trying to see HOW the players are learning the T10 rule. We all know it's by word-of-mouth
Exactly right. I would guess that most GM's don't even reference the material in the books, they just tell the player what they can do based on their memory and experience. So if they use the rule wrong, there is a good chance the n00b will be using it wrong until told/shown otherwise.

Alitan |

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Or maybe the fish-slapper in question is nursing a feud with you, particularly, so we got away unscathed?
I don't know... I didn't find your mild sarcasm offensive, personally. But then, here at Casa Del Alitan, sarcasm is just another service we offer.
But about that T10 goodness...
Reviewing the thread, and checking my book, no, there aren't exceptions listed for knowledge skills. Which kinda blows, just because I'm prejudiced against the idea of knowledge T10s.
I'm torn on the whole T10 issue, really; getting into PFSOP, I really can see the need for streamlining (our In Service To Lore ran something like an hour and a half longer than we'd scheduled).
Maybe what's needed -- to replace the T10 mechanic ENTIRELY (!) -- is a notation of "trivial tests," where it can be noted that "A character with (x) ranks [RANKS, not total bonuses] may be assumed to succeed at (y) attempt." Still lets people make untrained tests to succeed (assuming a skill that can be used untrained), still lets those with "less-than-(x)" skill levels make the attempt. Streamlines the check for those who have built their (whatever the skill in question is) up for regular use. And with the proviso, like T10, that being threatened/pressured/etc. disallows the autosuccess for (x) ranks.
I don't know. The T10 rule has almost never seen use in the groups I've played with in the past; much of my ill-feeling for it is likely rooted in "change is bad/we fear change" knee-jerk reaction.
But it obviously causes a lot of problems: in my opinion, any mechanic that spawns so much debate has some disjunction between utility and applicability.

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If you're going to "call" someone out. It's far better in taste to use the PM system. Hiding it behind a spoiler seems like a veiled attempt to be rude at a perceived slight, since I don't know of a spoiler I don't open.
Sorry Dan - I'll try to be better in the future. Until recently I didn't even know about the Private Message (PM?) system... so I'm still a bit of a Newbie on it too.

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Dan Luckett wrote:If you're going to "call" someone out. It's far better in taste to use the PM system. Hiding it behind a spoiler seems like a veiled attempt to be rude at a perceived slight, since I don't know of a spoiler I don't open.Sorry Dan - I'll try to be better in the future. Until recently I didn't even know about the Private Message (PM?) system... so I'm still a bit of a Newbie on it too.
I understand, and I understand that tempers, and patience has been wearing thin. I only skim these threads when they get that way in the event that something significant occurs like a Paizo hand down, but I feel necessary pipe in when I think there may be a better...more civil way to broadcast to each other. Especially since a lot of tone is easily lost in the text.
I especially would like us to keep civil since there is a good chance for all of us to meet in person and would likely all be great friends. So, would hate for anything to be soured over a imperfect communication medium.