Supplement Four
Mongoose
How often do you guys use the Take 20 and Take 10 rules in your game?
I haven't quite gotten comfortable with those two rules yet. I like them. They make sense. On the one hand, they're time savers that keep the game moving and block many non-important dice throws. On the other hand, they seem to be automatic success machines in many situations, and I'm not sure I'm comfortable with that (I mean, why have a check at all if the Take 20 rule will make it an auto success?).
A good example is Spot. Take 10 is a great way, I think, to consider a player who says his character going to keep his eye out for anything unusual. All the GM needs to do is roll Hide checks against a DC equal to the PC's Take 10 total.
Then again, this makes the character automatically see quite a bit of stuff.
And...there's always that question: If a character can Take 10, then why isn't he Taking 20?
So, how do you guys use these rules in your game, for what purposes, generally, and how often?
I haven't quite gotten comfortable with those two rules yet. I like them. They make sense. On the one hand, they're time savers that keep the game moving and block many non-important dice throws. On the other hand, they seem to be automatic success machines in many situations, and I'm not sure I'm comfortable with that (I mean, why have a check at all if the Take 20 rule will make it an auto success?).
A good example is Spot. Take 10 is a great way, I think, to consider a player who says his character going to keep his eye out for anything unusual. All the GM needs to do is roll Hide checks against a DC equal to the PC's Take 10 total.
Then again, this makes the character automatically see quite a bit of stuff.
And...there's always that question: If a character can Take 10, then why isn't he Taking 20?
So, how do you guys use these rules in your game, for what purposes, generally, and how often?