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View Full Version : Variant of Take 20?



jjordan
2020-12-04, 01:35 PM
Instead of rolling to see if characters can do the task, the DM assumes they can, based on the difficulty and their skill levels and just has them roll to see how long it takes.

Thoughts?

Teaguethebean
2020-12-04, 02:04 PM
I've done this before, can't really make a rule for it as it is subject to so many circumstantial conditions but it is useful.

Ashrym
2020-12-04, 02:22 PM
This is already in the rules. The DM only requests a roll when the outcome is in doubt, and even then if there's no danger in failing success is automatic when the PC spends 10 times the regular amount of time so long as it's possible to do the task.

Sorinth
2020-12-04, 02:30 PM
I generally call for a check and if it fails but repeated attempts will eventually result in a success and theres no consequence of failing beyond time I tell them they are struggling with the task but given X amount of time they are confidant they could succeed. Then the player decide whether to take the time to do it or not. But I still more or less stick to the DMG guidelines of the task taking 10 times longer to guarantee the success.

Unoriginal
2020-12-04, 02:35 PM
Instead of rolling to see if characters can do the task, the DM assumes they can, based on the difficulty and their skill levels and just has them roll to see how long it takes.

Thoughts?

Like Ashrym said, this is already (part of) the rules.

DwarfFighter
2020-12-04, 06:20 PM
I used to love and hate the Take 10 and Take 20 mechanics. At the end of the day I don't miss them in 5e.

One of the best bitS of advice I've picked up for 5e is to use lower DCs. It makes challenges more inclusive for non-specialists, and give the specialists the feel of getting a return on their investment.

With this mindset it's a lot easier for me to declare actions as automatically successful, maybe only for a proficient character, which does away with the formalities and math work of Take 10/20. No need to carefully consider if the situation allows for them, no need to calculate a precise DC, and checking detailed skill bonuses. This allows for better flow of the game.

Take 10/20 also took a bite out of the dramatic tension that I feel makes the game fun: Success is more fun if there is a risk of failure. The choice to make a roll or not should come with what is dramatically appropriate, not just from the numbers on a sheet of paper.

-DF