Taking 10/20
Taking 10 is an optional ruling that turns your skills into passive skill scores, where it is equal to 10 + your skill + proficiency score (if proficient). It takes exactly as long as if you were to roll.
For instance, if your acrobatics proficiency gives a +6 modifier, that means Taking 10 for an Acrobatics check will always result in a 16!
Why Take 10?
For a lot of people, much of the fun within Dungeons and Dragons is getting to roll dice. However, rolling dice can be awkward, clunky, and make you feel incompetent when failing at things your hero should never fail at. Rolling dice for everything can also slow games down and sometimes are inconsequential to the outcomes of the game. Furthermore, the randomness of dice rolls can derail the campaign—though some see this as a feature, not a bug. As a rule borrowed from Pathfinder, Taking 10 allows your players to perform consistently.When should I allow my players to Take 10?
You can allow your player’s to Take 10 when the results of failure are inconsequential. For instance, if the player is trying to unlock a locked chest in the container in the safety of their home base? Why make them roll for it when they can simply Take 10. Alternatively, you can allow your player’s Take 10 when they do a task repeatedly, or failure will simply waste time.- Trying to climb a muddy hill with no risk of injury? Take 10.
- Climbing a rope safe rope at their leisure? Take 10.
- Throwing a grappling hook on an average ledge? Take 10.
- Shooting an arrow (with proficiency) at an inanimate, stationary target? Take 10.
Summary
Implement Taking 10 in situations when:- Players are going to make dice rolls repeatedly
- Failure would be inconsequential or a nuisance (sliding down a muddy slope)
- The game is progressing too slowly because players are needlessly cautious
- The game is more serious, and you would rather avoid a botched roll (DM call)
- It’s something that the player should theoretically never fail
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