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-   -   An equivalent of "Take 10" or "Take 20"? (https://forums.sjgames.com/showthread.php?t=153648)

TechOgre 12-10-2017 10:17 AM

An equivalent of "Take 10" or "Take 20"?
 
In GURPS, is there an equivalent to "Take 10" or "Take 20"? E.g. Take twice as long to get an automatic 11 on the die roll, or take twenty times as long to get an equivalent of 3 on the die roll (no critical no matter what the base skill is).

sir_pudding 12-10-2017 10:47 AM

Re: An equivalent of "Take 10" or "Take 20"?
 
If the total modifier is +10 or more the GM can choose to assume automatic success (Exploits p. 6). Time Spent can give bonuses (up to +5 for 30x; so halfway there) on noncombat rolls (Exploits p. 6).

You definitely can't get automatic success merely for taking 10x (+3) or 20x (+4) as long, without +7 or +6 more modifiers, respectively.

Nikosandros 12-10-2017 10:54 AM

Re: An equivalent of "Take 10" or "Take 20"?
 
I've never seen such rules and I would be surprised to see them, since they would be far more generous than the official rules about extra time (Exploits p 6) which give +2 for double time and give +4 for 15x and +5 for 30x. They would also go against the idea that, unless an action is automatic (no die roll necessary), there's always a chance of failure (a roll of 17 or 18). Note that in 3rd Edition D&D and Pathfinder there's no automatic failure for skill rolls.

trooper6 12-10-2017 01:18 PM

Re: An equivalent of "Take 10" or "Take 20"?
 
Also TechOgre, if you think the action is an auto-success...don't make them roll. Just say they succeed.

Celjabba 12-10-2017 01:33 PM

Re: An equivalent of "Take 10" or "Take 20"?
 
Pyramid 3-65 have the article "THIS ONE GOES TO 11" which sort of approach the subject.

Also, this was suggested once :

Quote:

Originally Posted by weby (Post 2050476)
Unwavering Skill mastery: You can always take 11 instead of rolling a skill check when used outside of combat and not used at reduced time as long as you have at least 4 points in the skill.[5]

Not sure if it is balanced, never tried it.

evileeyore 12-10-2017 01:39 PM

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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