Re: An equivalent of "Take 10" or "Take 20"?
There is the option for the "No Nuisance Roll" Advantage (from GURPS main line). In this case I'd run it like this:
Taking Your Time Cost: 1
On any skill roll where you can take Extra Time and have a final skill plus bonuses (and minus the penalties) of 17 or more, and there would be negligible impact from a critical failure, you do not need to roll.
You simply succeed.
Of course you can also simply make this a Setting Switch, and allow all the PCs to use it.
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