thejeff |
thejeff wrote:I'll ask explicitly: If you were GMing and a 15' gap came up, would you tell me the DC for jumping it?I would tell you if you asked. ;)
Some players don't want to know - the mystery of the number they need is part of the fun for them. For everyone else, sure.
And then I'd let you take a 10 unless you're in combat or otherwise threatened. :)
And I'm fine with the number being a mystery when it's something I don't actually know. It's just kind of silly it being a mystery when it's something easy to calculate from the rules and known information.
Barring differences about whether you have to jump the extra 5' or an extra 1' or something. Which is the other reason to ask.
Matt Wrycraft |
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And I'm fine with the number being a mystery when it's something I don't actually know. It's just kind of silly it being a mystery when it's something easy to calculate from the rules and known information.
Absolutely agree. I think that's really about personal style of play rather than rules.
In my own game, I have 1 player who ALWAYS takes a 10 (when possible) and another that ALWAYS rolls. Neither of them is wrong, it's their choice and I get some people like the excitement of the roll of the dice to determine their 'fate'.
As for the PFS GM? I'm not telling other GMs what they should do. Me, I think the Take 10 rule is there to be used, and find it's meaning clear enough.
blackbloodtroll |
I want anyone who used examples, such as jumping over 5ft of Lava, or 5ft over a 100ft drop, to see their example, but with an illusion.
Jumping over an illusionary 5ft of Lava, or an illusionary 100ft drop.
Now, should the skill check be the same?
Does the reason one cannot Take 10 remain?
If there is a difference, why, and how, is there a difference, in how the skill check is handled?