Taking 10 Question


Rules Questions

Grand Lodge

Is any character allowed to "take 10" on any or all of the following checks; stealth, perception, knowledge (any), diplomacy, bluff, sense motive, intimidation, or acrobatics?

Or do you need certain class abilities to do that?

Sczarni

You can take 10 on any check as long as you are not distracted or in danger. Combat is a situation that is specifically listed as making it impossible to take 10. So for example, an acrobatics check made during combat to remain on your feet due to, say, a grease spell, requires a roll because you're in combat.

Taking 10 on a stealth check to sneak up on a target BEFORE combat however is perfectly legal.

Grand Lodge

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If the skill says you cannot take 10, then you cannot take 10.

Otherwise, when not distracted or in danger, you can.


Only bards of 5th level or higher can take 10 on knowledge's, but other than that most skills you can take 10 on unless the description says you can't.

Silver Crusade

This came up at a PFS game at Dragoncon. Can a character take 10 on climb check when failure would result in a damaging fall?


Christopher Utley wrote:
This came up at a PFS game at Dragoncon. Can a character take 10 on climb check when failure would result in a damaging fall?

yes, unless they are in combat or distracted by some other means.

The idea is that you are going slowly and carefully, so yeah you can take 10 on that. The CRB specifies you cannot take 20 on a climb skill, but does not make that specification in regards to taking 10.

Grand Lodge

People confuse take 20, and take 10 all the time.

Also, you don't have to be a Bard to take 10 on Knowledge.

You do need the Bard ability to take 10 on knowledge checks in combat though.

Liberty's Edge

blackbloodtroll wrote:
Also, you don't have to be a Bard to take 10 on Knowledge.

Yep, which also means that as long as they aren't in danger or distracted, a character with an intelligence of 10+ can always answer "really easy questions" for any Knowledge skill irrespective or whether they are trained or not. Its a useful thing for a GM to remember when dispensing information to PCs.

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

Lemme tell ya, take 10 is a GM's best friend. PCs don't get to see you roll a bluff check when they announce they want to use sense motive, they don't see you roll a stealth check when they announce they're looking for someone hiding in the shadows...


blackbloodtroll wrote:
People confuse take 20, and take 10 all the time.

Unfortunately. Don't ask me how often I tried to convince my former gaming group (other players and GM) that's how it works... :(

Also, you don't need a rank in a skill to take 10, as long as the skill can be used untrained.

Use Magic Device is the only skill that specifically states that you can't take 10 on it, with all others it works.

Grand Lodge

I feel yah.

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

Gah! Goblin dopplegangers!


DigitalMage wrote:
Yep, which also means that as long as they aren't in danger or distracted, a character with an intelligence of 10+ can always answer "really easy questions" for any Knowledge skill irrespective or whether they are trained or not. Its a useful thing for a GM to remember when dispensing information to PCs.

Knowledge skills are trained only, so you have to have at least one rank in it, aka have briefly studied the subject, to know all the answers to "really easy questions".

And if you have briefly studied a subject, being able to answer "really easy questions", seems fair to me.

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

Kalridian wrote:
Knowledge skills are trained only

Unless the DC is 10 or less.

Liberty's Edge

Jiggy wrote:
Kalridian wrote:
Knowledge skills are trained only
Unless the DC is 10 or less.

Exactly! :)

Grand Lodge

I like avoiding needless rolls, and a bit frustrated when I have to take extra time to explain the Take 10 mechanic over, and over.

It is actually a rather simple mechanic that, for some reason, many want to needlessly complicate, by going against RAW, and claiming it is RAW.

Take 10 is supposed to speed things along, to get to the good parts of the game.

Why complicate it?


blackbloodtroll wrote:


Why complicate it?

Because we learn this game at the table, and a number of people propagate the errors.

Also because the name shares to much in common with another rule. This is an issue with D&D in general. Sick a thesaurus on Legolamb and be done with it!

Honestly I think that Paizo would benefit with hiring someone to do a study on the naming of rules/terms to lessen confusion. The overuse of the term 'level', etc.

-James

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