Can i fumble when craft ? (I have max skill)


Pathfinder First Edition General Discussion

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hellatze wrote:
Gorbacz wrote:
And what is your country? Maybe somebody knows its Pathfinder scene better and could help you out.
Indonesia.

Create a character and apply for play-by-post games until accepted. The pace will be much slower than a tabletop game, but you'd still be playing Pathfinder. Good luck.


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Take 10 wrote:

I'll just leave this here...

Take 10 NonFAQ..

Perhaps - for this DM, they felt the need to "control the pacing and tension" of the game and required the player to roll.

"Wicked Master, wants to hurt Precioussssss!"

-- Gollum

pic

/cevah


graystone wrote:
Majuba wrote:

Pardon - I meant the magic item crafting rules, not the Craft skill rules. Those were obviously designed with Take 10 in mind.

Comparison: You can make a DC 20 craft(alchemy) check to make an alchemist fire, or to make a CL 15 cure serious wounds potion (2250gp).
Edit: Link added to mention of the playtest thread above.

I looked through the thread quick and did a search for 'take ten' and only found that the thread ended with the question of 'is take ten allowed' up in the air: as such, I don't really find that thread compelling in the question of it being 'in mind'. In fact, it seems the opposite IMO.

Jason Bulmahn wrote:
Note that the DC on most of these checks is very easy if you meet the requirements and take the appropriate amount of time.
The idea seems to be that it's "very easy" unless you don't have the "requirements" or the "time". That seems VERY compatible with take ten... IMO, failure/cursed items is for when you overreach and craft too fast and/or try to bypass too many requirements and NOT for every time item crafting.

No, the DCs are set so you *don't need* to Take 10 to make them automatically, when you meet all the prereqs. By the time you need to Take 10, you're stretching pretty far. By the time you have to roll because Take 10 won't do it, you'd be a fool to even try. That's boring. The point was auot for easy, very common success for reach, and discouragement for going way outside the lines.


Majuba wrote:
No, the DCs are set so you *don't need* to Take 10 to make them automatically, when you meet all the prereqs.

Curious... I don't recall Jason mentioning what kind of checks he meant. Take ten is a check and I see no proof that it wasn't factored into the "very easy" part.

Majuba wrote:
By the time you need to Take 10, you're stretching pretty far. By the time you have to roll because Take 10 won't do it, you'd be a fool to even try. That's boring. The point was auot for easy, very common success for reach, and discouragement for going way outside the lines.

If you can fail even a little, like only on a 1, you're in the 'take ten' zone and I don't see that as "you're stretching pretty far": your taking a 5% failure and making it a 0% failure. "In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10)."

Majuba wrote:
That's boring.

What in "very easy" suggests nail biting suspense? It was built to be boring and predictable...

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