Gwen Smith |
I have to run a PFS scenario with a chase scene soon, and this question came up:
While you're in a chase scene, can you take 10 on your skill checks?
You're technically not in combat, because chases are a different mechanic from the combat rules.
It seems like it might fall under the "increase drama" rules, but those are tricky in PFS. Also, since a lot of players hate chase scenes, I think anything that makes them less onerous to the players would be an improvement.
Any thoughts? I'm not finding anything in the rules that even hints on this.
Protoman |
Someone once told me taking 10 is like rolling a 1 all the way to 10, each taking 1 round, if one of the numbers before 10 makes you fail and unable to re-attempt it, you can't take 10.
That's not taking 10 at all. That's half a take 20.
Take 10 is where if you're not distracted, you assume you roll a natural 10 on the die and add all your modifiers accordingly and that'll be your typically skill check for the not-distracted task. Blacksmith making a pot with a +8 modifier? Take 10 and get a total of 18 in the same amount of time if he had rolled it, but without any of the risk of failure of reward of high roll.
Gwen Smith |
I would say that you can't take 10 unless you're at least 2 squares back, but that's just me hating chase scenes. The only chase scene I've enjoyed is a modified version is a particular season 6 scenario that involves teamwork rather than individual success.
Actually, one of the reasons I was considering the option of taking 10 was to make the chase scene less terrible. A large part of the reason players seem to hate them is that 2-3 bad rolls makes the whole thing drag into a miserable experience--especially if the character could make the skill check on a 6 or 7 but just can't roll above a 5 tonight.
As far as being distracted by the act of chasing, chase scenes remind me more of obstacles courses than combat, and it seems to me that an obstacle is the kind of place where you would always take 10: the whole idea is to train yourself to the point where you can get through the course by taking 10.
The 2 squares back idea is interesting. As a comparison, if your buddies are in combat 60 feet down the hall (and you are not engaged), can you take 10 on Disable Device to get a door open? Or on Perception to see if anyone else is coming?
Otherwhere |
Kind of defeats the point of a "Chase" if you can just take 10.
It also depends on: What are the consequences of failure? If nothing, really, then by all means take 10.
You only need to roll when there is some sort of consequence to the die roll - either positive or negative. This probably answers your question about taking 10 to disable a device when you are not in combat while someone else in your party is. If it might save their life to get that lock picked, then you need to roll.
Chases are only fun when there is something at stake! Or when the consequences of a failed roll are interesting.
Orfamay Quest |
You only need to roll when there is some sort of consequence to the die roll - either positive or negative. This probably answers your question about taking 10 to disable a device when you are not in combat while someone else in your party is. If it might save their life to get that lock picked, then you need to roll.
Except that's exactly what take 10 is there for -- allowing you to guarantee a low-level positive result.
it is "purely a safety measure," as the rules put it.
If there's literally no consequence to the die roll, then the die roll shouldn't be there at all.
Orfamay Quest |
Serisan wrote:I would say that you can't take 10 unless you're at least 2 squares back, but that's just me hating chase scenes. The only chase scene I've enjoyed is a modified version is a particular season 6 scenario that involves teamwork rather than individual success.Actually, one of the reasons I was considering the option of taking 10 was to make the chase scene less terrible.
I don't think that it will accomplish what you want. If you remove the die rolls, then it simply turns the chase scene into a long (and boring) monologue. If you remove some but not all of the die rolls, then it makes sure that failure is the only practical option, because the people who can afford to take 10 are the people who would have succeeded anyway.
Grey_Mage |
Adrenalin is not always your friend.
The extra energy and strength can throw off your usual understanding and estimation of your abilities. We aren't discussing making pots, we are discussing a pulse pounding situation and some failures are to be expected. Watch Jackie Chan's outtakes. The man is amazing but still prone to failure on even simplistic things on occasion.
No taking 10 on a chase. Let the dice and GM describe the situation and how you heroically scaled the wall or slipped on a loose rock despite your perfect leap up to get a handhold.
dragonhunterq |
I am also a big fan of T10, but I would need a LOT of persuading to allow it in a chase. In addition to some of the good points above you are not just trying to address the obstacle itself, but keep an eye on where your target is going and trying to find the easiest way past the challenge all under pressure of time - if you take too long the bad guy escapes - all in all the very essence of distracting.