Do you add expertise or sidereal influence dice when taking 10?


Rules Questions


The subject line sums it up, really.

The point of taking 10 is so you don't have to roll. Kind of silly to then roll the 1d6.

My own ruling would probably be to say that a bonus die like one of these abilities gets an average roll rounded down (just like the d20), so for a 1d6 you would get 3. But that's just my own guess.

Taking 20 is another one where things can get weird. Would like to hear what people would do with that one.


Peet wrote:

The subject line sums it up, really.

The point of taking 10 is so you don't have to roll. Kind of silly to then roll the 1d6.

My own ruling would probably be to say that a bonus die like one of these abilities gets an average roll rounded down (just like the d20), so for a 1d6 you would get 3. But that's just my own guess.

Taking 20 is another one where things can get weird. Would like to hear what people would do with that one.

If you're going by the Core Rule Book, per page 133, when you take 10 you don't roll the d20, treat it as a 10, then add all relevant modifiers. All releveant modifiers includes a 1d6 from Expertise or Sidereal influence, which means you need to roll it.

So in SF society play, you have to roll the d6. The same for taking 20. You roll the d6, although there's nothing preventing you from taking 20 over and over until that d6 rolls a 6.

If it were a home game, I'd probably rule like you would, and treat the d6 as 3.5 rounded down to 3. For the take 20, I'd let someone take 120 times as long to get the 20 + 6. Otherwise if they only take 20 times as long, I'd treat it as 20 + 3.

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