Take 10 Non-FAQ


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Shadow Lodge 4/5

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It occurs to me that the next time someone says I can't Take 10 on a check because the check is causing immediate danger, my answer will be "Okay. I wait a round. Am I still in danger? Then I guess it wasn't very immediate, was it?"


BigNorseWolf wrote:

If the rule was take 5 it might be routine. But something you've got a 45% chance to flub seems a bit hard to turn into an automatic success.

Its very easy to beat the NPCs by 10 at ones favored encounter bypassing skill.

Your 45% is based off of 10 being the exact number you need to pass. Now lets say I fail only on a 1-3 I'm down to auto succeeding on something that I only fail 15% of the time. But that I could still fail while rolling.

Shadow Lodge *

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
FLite wrote:
thorin001 wrote:
Andrew Christian wrote:

Everyone but the most infirm or disabled, can climb a ladder without fail with a bit of care. A ladder is essentially DC zero.

So in almost every case, bar the guy with a -11, or other outside influences, climbing the ladder should be an auto success.

But the 10 Str cleric in chainmail fails 50% of the time without Take 10.

Well, DC 0 he should fail 25%.

Anyone got some chainmail I can borrow? I estimate I am probably about str 8 (Used to be more but I am badly out of shape.) We could have some fun seeing how often I fall off. (It should be about 1 in 20 times, right? -6 to my check on a dc 0 and I have to fail by 5 to fall off?)

Having done a lot of work while wearing chainmail, I can guarantee that as long as you aren't distracted you could autosucceed climbing a ladder. At least for the first few hours, until you got tired from carrying all the weight.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

TOZ wrote:
It occurs to me that the next time someone says I can't Take 10 on a check because the check is causing immediate danger, my answer will be "Okay. I wait a round. Am I still in danger? Then I guess it wasn't very immediate, was it?"

Nope. Now you are not in danger. Take 6d6 fire from the time bomb going off.

:)

Grand Lodge 4/5

Would have happened either way. I would Take 10 and the GM would have failed my check, causing me to blow up.

Disable Device wrote:

Device: Difficult

Time: 2d4 rounds
DC: 20
Example:Disarm a trap, reset a trap

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Thats why you should have played an unchained rogue.

Skill unlock Disable device, reduce time to disarm by 1 step per -5 to your skill.

Effectively:

Device: Difficult
Time: 1 standard
DC: 35

Got a +25?

Shadow Lodge 4/5

I don't play rogues.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Is it me, or has this thread gone off topic more than usual?

5/5 5/55/55/5

TOZ wrote:
It occurs to me that the next time someone says I can't Take 10 on a check because the check is causing immediate danger, my answer will be "Okay. I wait a round. Am I still in danger? Then I guess it wasn't very immediate, was it?"

If you were going to be stabbed to death in 5 minutes and 911 asked if you needed the police there immediately you would say yes.

Grand Lodge 4/5

BigNorseWolf wrote:
If you were going to be stabbed to death in 5 minutes and 911 asked if you needed the police there immediately you would say yes.

I'd also be in combat initiative and unable to Take 10 anyway, so your example is irrelevant.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Steven Schopmeyer wrote:
BigNorseWolf wrote:
If you were going to be stabbed to death in 5 minutes and 911 asked if you needed the police there immediately you would say yes.
I'd also be in combat initiative and unable to Take 10 anyway, so your example is irrelevant.

Um... soo... Funny story...

Last 4th of July, we had people setting off fireworks directly over our house. We called the police, the converstion went something like this.

911: Is anyone hurt?
Me: No.
911: Is anything on fire?
Me: Not yet.
911: Call us back if either of those answers changes.
*click*

Apparently the definition of immediate danger depends on how busy the police are at that moment.


Steven Schopmeyer wrote:
BigNorseWolf wrote:
If you were going to be stabbed to death in 5 minutes and 911 asked if you needed the police there immediately you would say yes.
I'd also be in combat initiative and unable to Take 10 anyway, so your example is irrelevant.

You have combat that last 50 rounds dear lord man.

5/5 5/55/55/5

Talonhawke wrote:
Steven Schopmeyer wrote:
BigNorseWolf wrote:
If you were going to be stabbed to death in 5 minutes and 911 asked if you needed the police there immediately you would say yes.
I'd also be in combat initiative and unable to Take 10 anyway, so your example is irrelevant.

You have combat that last 50 rounds dear lord man.

He must not be interveaving his minions...

Shadow Lodge 4/5

Also, if you call five minutes "immediate", you're under a very different understanding than I am.

Sovereign Court 1/5

TOZ wrote:
It occurs to me that the next time someone says I can't Take 10 on a check because the check is causing immediate danger, my answer will be "Okay. I wait a round. Am I still in danger? Then I guess it wasn't very immediate, was it?"

Boom! Using this.

Sovereign Court 1/5

Talonhawke wrote:
Steven Schopmeyer wrote:
BigNorseWolf wrote:
If you were going to be stabbed to death in 5 minutes and 911 asked if you needed the police there immediately you would say yes.
I'd also be in combat initiative and unable to Take 10 anyway, so your example is irrelevant.

You have combat that last 50 rounds dear lord man.

The design team thinks we do.

See: Classes, Vigilante

5/5 5/55/55/5

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TOZ wrote:
Also, if you call five minutes "immediate", you're under a very different understanding than I am.

Depends on what it is. For pathfindery rocket taggy combat? No.

If you need to shoe your horse so you can flee the zombie apocalypse 5 minutes is starting to look immediate.

Grand Lodge 4/5

I still don't think it counts for Disable Device unless the device actually has a timer.

And a zombie apocalypse isn't so much immediate danger as a distraction.


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And if I need to climb a wall with ladder in fullplate before Zombies arrive in 5mins i can Take 10.

Grand Lodge 5/5

The Fox wrote:
Nefreet wrote:

Actively disallowing the Take 10 mechanic would be against the rules.

Claiming that certain checks will require a roll, due to the reasons outlined in the non-FAQ (I love calling it that, btw), is perfectly acceptable.

I know more than one GM who will delight upon reading this:

PDT non-FAQ wrote:
...that’s going to vary based on the pacing and dramatic needs of the moment.

I can foresee them using this line to justify actively disallowing the take 10 mechanic.

It cannot possibly be that the only two GMs in the world who will do so live in my small neck of the woods.

I have been Summoned!!!

Erm... So it seems to me that this thread has 2 views, take 10 is an auto success and unbalanced, and a more liberal interpretation. While I tend towards a more liberal allowed view, I more than occasionally have glee when my players forget it exists. However if I don't feel like dealing with it as a GM, I will frequently remind my players that they can take 10. Climb checks more than 10 ft up are normal. I like the idea of this ruling, as I believe that some scenarios should not allow take 10 on certain checks for plot reasons. My question then is: Is the PDT non-FAQ FAQ legal in PFS?


Well as far as I understand things unless the PFS team says other wise or a faq goes against current PFS rulings then their rulings stand. Also since this technically wasn't and FAQ that means this is how the rule is believed to have functioned all along. Similar to the Monk TWF debacle of a few years back.

Liberty's Edge 5/5

TOZ wrote:
Also, if you call five minutes "immediate", you're under a very different understanding than I am.

I dunno. I sometimes call a few million years "immediate".

(As in, talking about the evolution of a galaxy and why it looks the way it does. Very high-mass stars go supernova immediately after they form... at least if you're dealing with galaxy orbit time scales of 100s of millions of years. On that timescale, 1 million years is immediate.)

(Edit: do I win an off-topic award?)

Grand Lodge 5/5

Could a link to the non-FAQ be provided please?

5/5 5/55/55/5

Dig dig dig dig

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

nosig wrote:

Wait... Reversing this...

"..The point of the Take 10 option is to allow the GM to control the pacing and tension of the game, avoiding having the game bog down with unnecessary and pointless..."

Can we, as a table judge, just have the PCs Take 10 when we feel the need "...to control the pacing and tension of the game, avoiding having the game bog down..." .... Wow...

Judge at the start of the game "what's everyone's Perception bonus? And Diplomacy? That way I know what the results are for all your checks, and we can just move strait to the results with out resorting to dice rolls..."
After the players tell him, ...."ok, the first encounter I a a trap, so everyone roll a reflex save for 66 HP, 33 if you make the DC 28. What? Yes you were all in the area- it's more dramatic that way! Now, in the first Diplomacy encounter ..."

BLAST! Missed my Will save.... I've got an hour to get a re-save, and I can still delete this...got to fight the pull, sucking me in...

I don't know. It might be a good way to deal with some of those 7 hour season 5 scenarios.

"Good news, I also prerolled all the NPCs attacks for combat. Tim, you get hit for 96 points of damage, crit power attack with a scythe... No that's drama!"

The Exchange 5/5

4 people marked this as a favorite.

Repeating an old post of mine...

"I am very much in the Take 10 camp. I even "have the T-Shirt".

And I try real hard not to tell other people how to play this game of ours. When I am the judge at a table and it comes to a skill check that the players need to make - I might even say "give me a XXX check - roll or take ten, what do you get?" This is the closest I come just assuming that the PCs take 10 and telling the players the result. Even when I know that the DC is such that the PC can make it on a roll of 2 ... even when I realize that it is going to slow the game down, make it harder for the PCs, even when i KNOW it will be less fun... I let the players chose. Why do I do this? Because, you know, I'm not the player. If they want to roll the dice that's fine - perhaps they find it more fun that way.

I don't. But then, I did say "when I am the judge at a table..."

When I'm the player - and it's my choice - please don't take that away from me because you think it will be more fun. Let me play my character... the way I have fun with it.

I could try to explain why I find rolling the dice cheapens the "fun", reducing a game of imagination and skill to one of randomness and chance. But you know, if you don't see it, I don't want to force you to play it my way....

Why do people insist that I can't be having fun - when they see me doing it over and over again? Why do they insist that I "do it right - the fun way"?

sorry - this is a hot button for me, and sometimes I get carried away. I'll try to go back to lurking again..."

Looks like that doesn't apply any more.... I can just require the players to take 10 when I "want to control the pacing and tension " of the game....wow...I really CAN force people to play it my way...

Not sure if I'm up to this... I hate telling someone how to play the game "right"...

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

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Nosig, I feel the same way when people in the GM forum complain about optomized PCs making game unfun for the other players. As one of the other players, I have a *lot* of fun watching someone else stomp the things that can kill my character into fine paste. Among other things, it means I can sit down with some of my sillier less effective characters.

Shadow Lodge 4/5

5 people marked this as a favorite.

Agh, I waffle back and forth on that one. Sometimes it is nice to play with someone who can handle everything for you, sometimes it sucks the fun out of the table. Really, I think it is just the attitude of the player that makes or breaks it. When they are laughing with you, the table is fine. When they are laughing at you, it bites.


nosig wrote:

Repeating an old post of mine...

"I am very much in the Take 10 camp. I even "have the T-Shirt".

And I try real hard not to tell other people how to play this game of ours. When I am the judge at a table and it comes to a skill check that the players need to make - I might even say "give me a XXX check - roll or take ten, what do you get?" This is the closest I come just assuming that the PCs take 10 and telling the players the result. Even when I know that the DC is such that the PC can make it on a roll of 2 ... even when I realize that it is going to slow the game down, make it harder for the PCs, even when i KNOW it will be less fun... I let the players chose. Why do I do this? Because, you know, I'm not the player. If they want to roll the dice that's fine - perhaps they find it more fun that way.

I don't. But then, I did say "when I am the judge at a table..."

When I'm the player - and it's my choice - please don't take that away from me because you think it will be more fun. Let me play my character... the way I have fun with it.

I could try to explain why I find rolling the dice cheapens the "fun", reducing a game of imagination and skill to one of randomness and chance. But you know, if you don't see it, I don't want to force you to play it my way....

Why do people insist that I can't be having fun - when they see me doing it over and over again? Why do they insist that I "do it right - the fun way"?

sorry - this is a hot button for me, and sometimes I get carried away. I'll try to go back to lurking again..."

Looks like that doesn't apply any more.... I can just require the players to take 10 when I "want to control the pacing and tension " of the game....wow...I really CAN force people to play it my way...

Not sure if I'm up to this... I hate telling someone how to play the game "right"...

I understand the bit of satire here but lets not have people convinced we now have a camp of people trying to force players to T10.


Talonhawke wrote:
nosig wrote:

Repeating an old post of mine...

"I am very much in the Take 10 camp. I even "have the T-Shirt".

And I try real hard not to tell other people how to play this game of ours. When I am the judge at a table and it comes to a skill check that the players need to make - I might even say "give me a XXX check - roll or take ten, what do you get?" This is the closest I come just assuming that the PCs take 10 and telling the players the result. Even when I know that the DC is such that the PC can make it on a roll of 2 ... even when I realize that it is going to slow the game down, make it harder for the PCs, even when i KNOW it will be less fun... I let the players chose. Why do I do this? Because, you know, I'm not the player. If they want to roll the dice that's fine - perhaps they find it more fun that way.

I don't. But then, I did say "when I am the judge at a table..."

When I'm the player - and it's my choice - please don't take that away from me because you think it will be more fun. Let me play my character... the way I have fun with it.

I could try to explain why I find rolling the dice cheapens the "fun", reducing a game of imagination and skill to one of randomness and chance. But you know, if you don't see it, I don't want to force you to play it my way....

Why do people insist that I can't be having fun - when they see me doing it over and over again? Why do they insist that I "do it right - the fun way"?

sorry - this is a hot button for me, and sometimes I get carried away. I'll try to go back to lurking again..."

Looks like that doesn't apply any more.... I can just require the players to take 10 when I "want to control the pacing and tension " of the game....wow...I really CAN force people to play it my way...

Not sure if I'm up to this... I hate telling someone how to play the game "right"...

I understand the bit of satire here but lets not have people convinced we now have a camp of people trying to force players to T10.

Couldn't edit so extra post I was only talking about your next last line there I know the rest wasn't satire.


I'm honestly gonna bump this once after this weekend and see if there is any further discussion on it.

The Exchange 5/5

Talonhawke wrote:
...

But it was only half in jest.

This non-FAQ would allow me (for example) to convert the easy/mundane skill challanges into dramatic story telling.

Rather then have players roll a bunch of survival rolls while everyone repeatedly checks ITS etc., I can check to ensure someone can T-10 and get the party past the "lost in the woods" section of the scenario. Much more "dramatic" and "in story"... Much less braking the fourth wall.

The story will be much more like a story, and less like a board game. We'll play more "the right way". More like in my home game. I can "control the pacing and tension".

Silver Crusade 3/5

Quintin Verassi wrote:
The Fox wrote:
Nefreet wrote:

Actively disallowing the Take 10 mechanic would be against the rules.

Claiming that certain checks will require a roll, due to the reasons outlined in the non-FAQ (I love calling it that, btw), is perfectly acceptable.

I know more than one GM who will delight upon reading this:

PDT non-FAQ wrote:
...that’s going to vary based on the pacing and dramatic needs of the moment.

I can foresee them using this line to justify actively disallowing the take 10 mechanic.

It cannot possibly be that the only two GMs in the world who will do so live in my small neck of the woods.

I have been Summoned!!!

Nope, I wasn't talking about you. :)

I don't sit at tables GMed by either of the GMs I was thinking of.


nosig wrote:
Talonhawke wrote:
...

But it was only half in jest.

This non-FAQ would allow me (for example) to convert the easy/mundane skill challanges into dramatic story telling.

Rather then have players roll a bunch of survival rolls while everyone repeatedly checks ITS etc., I can check to ensure someone can T-10 and get the party past the "lost in the woods" section of the scenario. Much more "dramatic" and "in story"... Much less braking the fourth wall.

The story will be much more like a story, and less like a board game. We'll play more "the right way". More like in my home game. I can "control the pacing and tension".

I would hope we would never have an issue with someone being forced to T10 or being forced not to just saying.


Talonhawke wrote:


I would hope we would never have an issue with someone being forced to T10 or being forced not to just saying.

This entire discussion originated because people are being forced (by their GM) into not taking 10, via the GM disallowing it. Your hope seems.... misplaced.


Orfamay Quest wrote:
Talonhawke wrote:


I would hope we would never have an issue with someone being forced to T10 or being forced not to just saying.

This entire discussion originated because people are being forced (by their GM) into not taking 10, via the GM disallowing it. Your hope seems.... misplaced.

I know but I'll keep up hope for the time being.

3/5 5/5

1 person marked this as a favorite.

I cannot understand why people seem to think it makes the game fun or exciting to roll a dozen d20s to try to climb, only to fall, get hurt, get healed up, and do it all over again, multiple times, for each character in the game.

1/5

Talonhawke wrote:
Orfamay Quest wrote:
Talonhawke wrote:


I would hope we would never have an issue with someone being forced to T10 or being forced not to just saying.

This entire discussion originated because people are being forced (by their GM) into not taking 10, via the GM disallowing it. Your hope seems.... misplaced.

I know but I'll keep up hope for the time being.

I disallow taking 10 all the time when I GM. Players seem to think they can take 10 on things that are quite clearly things they can't, like knowledge rolls in combat. OTOH players roll when they could take 10 just as much on things like disable device without even asking but I will not tell players how to play their characters.


1 person marked this as a favorite.
Jessex wrote:
Talonhawke wrote:
Orfamay Quest wrote:
Talonhawke wrote:


I would hope we would never have an issue with someone being forced to T10 or being forced not to just saying.

This entire discussion originated because people are being forced (by their GM) into not taking 10, via the GM disallowing it. Your hope seems.... misplaced.

I know but I'll keep up hope for the time being.
I disallow taking 10 all the time when I GM. Players seem to think they can take 10 on things that are quite clearly things they can't, like knowledge rolls in combat. OTOH players roll when they could take 10 just as much on things like disable device without even asking but I will not tell players how to play their characters.

Understand that this isn't about disallowing T10 when it couldn't be done by the rules. This is about T10 being disallowed when the only reason is the GM feels that either A) the task being attempted is a distraction therefore no T10 or B) The GM decides that the party bypassing the chance of failure would reduce the feel of the game.

The Exchange 5/5

Talonhawke wrote:
Jessex wrote:
Talonhawke wrote:
Orfamay Quest wrote:
Talonhawke wrote:


I would hope we would never have an issue with someone being forced to T10 or being forced not to just saying.

This entire discussion originated because people are being forced (by their GM) into not taking 10, via the GM disallowing it. Your hope seems.... misplaced.

I know but I'll keep up hope for the time being.
I disallow taking 10 all the time when I GM. Players seem to think they can take 10 on things that are quite clearly things they can't, like knowledge rolls in combat. OTOH players roll when they could take 10 just as much on things like disable device without even asking but I will not tell players how to play their characters.
Understand that this isn't about disallowing T10 when it couldn't be done by the rules. This is about T10 being disallowed when the only reason is the GM feels that either A) the task being attempted is a distraction therefore no T10 or B) The GM decides that the party bypassing the chance of failure would reduce the feel of the game.

sorry for the thread necro - I was reading another thread which linked to this one and so I read this one... and the bolded line above bothered me.

Taking 10 is NOT "...bypassing the chance of failure...". It is bypassing the chance of rolling low (or of rolling high), the failure chance is still there. And actually still the same. The DC is unaffected.

It's just reflected in the PCs ability with the skill rather than the Players ability to roll... (which should be random after all...).

The Exchange 5/5

Talonhawke wrote:

Posting the relevant text below and then asking a question in the hopes of reduced table variation.

PDT wrote:

No FAQ Required:

The point of the Take 10 option is to allow the GM to control the pacing and tension of the game, avoiding having the game bog down with unnecessary and pointless checks, but still calling for checks when the chance of failure leads to tension or drama, as well as when a series of checks would have a nonsensical result if all outcomes were exactly the Take 10 result. To that end, it would be counterproductive to attempt to make a strict ruling on what counts as “immediate danger and distracted” because that’s going to vary based on the pacing and dramatic needs of the moment. The very soul of the Take 10 rule is in the GM’s discretion of when it applies, and tying the GM’s hands, forcing them to allow Take 10 in some cases and disallow it in others would run counter to the point of the rule’s inclusion in the game. The rule is currently flexible enough to allow this, and it should maintain that flexibility.

With this sorta of clarification could we possibly see a PFS specific ruling regarding whether or not the task being preformed is counted as distracting enough to prevent the character from taking 10 on a check.

Where is the quote above from? can someone link it for me, so I can read it in context?

Liberty's Edge 4/5 5/5

nosig wrote:
Where is the quote above from? can someone link it for me, so I can read it in context?

Here you go.

The Exchange 5/5

Paz wrote:
nosig wrote:
Where is the quote above from? can someone link it for me, so I can read it in context?
Here you go.

thanks Paz!

Liberty's Edge

If 'Take 10' were about removing "pointless checks" then the rule would be 'Take 1'... Which, frankly, ought to be an official thing anyway. If the character's total skill bonus plus the lowest possible roll at least equals the DC then the only reason to roll would be if there was some benefit for exceeding the DC. Ergo, it should always be possible for a player to 'Take 1'.

However, 'Take 10' does NOT just remove checks... it allows the player to achieve a specific result which will be higher than a roll 45% of the time. The entire writeup on 'Take 10' in the rules is about avoiding low rolls and getting an automatic success... not a word about streamlining gameplay by reducing rolls. It's about routine actions. Maybe you roll 1 and drop your car keys when the killer is coming to get you, but in routine circumstances you take 10 to automatically unlock the car and drive away.

Grand Lodge 5/5 ****

Here is the danger of real life examples. Earlier this summer I walked home. For unknown reasons I was holding my car keys in my hands (2 mile walk) instead of my pockets.

Somehow I did a catastrophic failure on my hundreds check after walking around a mile with my key in the hands. I dropped them - straight into the gutter leading down to the sewer.

This isn't made up. Maybe the gutter nearby was immediate danger - I didn't drop the keys all the way up to that point. I didn't even notice the gutter. With hindsight I would only have a <50% chance to hit the sewer even if I tried to throw the keys in deliberately.

No - I wouldn't disallow a T10 on holding car keys. But I would be careful in using real life examples to exemplify T10. You will always find a counter example.

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

Thod wrote:
No - I wouldn't disallow a T10 on holding car keys. But I would be careful in using real life examples to exemplify T10. You will always find a counter example.

In this case someone could argue you were not taking ten. If you had sticked to your regular routine you would have put the keys in your pocket. Instead you held them in your hand which could have saved you a few seconds.

Grand Lodge 5/5 ****

Auke Teeninga wrote:
Thod wrote:
No - I wouldn't disallow a T10 on holding car keys. But I would be careful in using real life examples to exemplify T10. You will always find a counter example.
In this case someone could argue you were not taking ten. If you had sticked to your regular routine you would have put the keys in your pocket. Instead you held them in your hand which could have saved you a few seconds.

I would argue my skills are high enough for a 1 being enough not to drop them. And there shouldn't be a critical failure. Still I certainly managed a criticle fumble in this case.

Oh and T20 also didn't work to fish them out again. It took us well above 2 minutes to fish the key out again - and this was adding a bonus for a net on stick normally used by kits.

Silver Crusade 5/5 5/5 **

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Thod wrote:

adding a bonus for a net on stick normally used by kits.

At least you got to meet some nice young Kitsune. Well worth the hassle of getting your keys back.

Silver Crusade 5/5

pauljathome wrote:
Thod wrote:

adding a bonus for a net on stick normally used by kits.

At least you got to meet some nice young Kitsune. Well worth the hassle of getting your keys back.

Clearly they are the reason he dropped them in the first place. Tricksy little creatures...they think such pranks r fun!

Got the keys back when they tired of the game...

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