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 skiller: Take 10 / Take 20

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skiller: Take 10 / Take 20 Empty
PostSubject: skiller: Take 10 / Take 20   skiller: Take 10 / Take 20 EmptyWed Dec 10, 2008 7:19 pm

Ev kuralları bölümünde algıyla ilgili kuralı açıklarken bahsetmiştim, yeri gelmişken söyleyeyim. Oyunlarda kullanabileceğiniz bir şey, bilginiz olsun.

Standard kurallarda mevcut, bizim de kullandığımız Take 10 ve Take 20 (otomatik 10 ya da otomatik 20 atmış gibi kabul edilebileceğiniz durumlar) denilen bir olay var.

(buraya ingilizcesini kopyalıyom, çeviremedim. anlayanlar anlamayanlara yardımcı olsun)

Checks Without Rolls
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions and eliminate the luck factor.

Taking 10
When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks,https://2img.net/i/fa/wysiwyg/separator.png taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. 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). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.

Taking 20
When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take.

Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common “take 20” skills include Escape Artist, Open Lock, and Search.

Ability Checks and Caster Level Checks
The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to caster level checks.
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