violence in the media wrote:
Wait a minute, why are you phrasing it as "force my players" like that's a bad thing? What do your players think about their ability to make use of Take 20? What does having a PC fail some pressureless task (especially one that only fails on a roll of 1) really add to the game?
Well, forcing players to say "I take 20, durrr", seems to be the recommended method here of giving players things that are guaranteed. I just skip that part and give it to them, I don't see the fun of power tripping like that.
I don't know what they think of the ability to make use of Take 20--I usually don't power trip into making them say that, I just give it to them first.
And I never said anything about having PCs fail some pressureless task...I just think it should be possible to fail, sometimes, is all. Some things should be beyond player ability, sometimes, possibly decided by a die roll (in a game with so many dice, no less!), above and beyond some number written on a page relative to some number written on some other page. I'm not sure why this concept is so offensive.
I mean, I understand putting things into the game that the PCs never see as a result of choices and decisions they make, but what is the fucking point of writing something up if the chokepoint is solely whether or not they roll a 16+ on the d20?
Never said anything of this sort, either. Putting an arbitrary chokepoint in an adventure with an arbitrary cutoff like that is a bad idea. Obviously.
Going back to your mention of the locked chest--WTF? I'm really curious how your players decided that lugging the chest all the way back to town was the best course of action? It could have been loaded down with copper coins for all they knew.
Well, they really wanted the copper, apparently. I can't even remember the contents of the chest, to be honest. But, hey, now they got to have fun playing in a side adventure that can't happen under a "I can always roll a 20 eventually" scenario.
You keep mentioning that restricting Take 10/20 beyond their existing restrictions "adds options" to outcomes in the game, but so far you haven't made a compelling case for why those additional options need to exist.
And I fully conceded that wanting options is merely a matter of opinion; I can make no compelling argument as to what someone else's opinion should be. If you don't want options, that's fine with me.
Let's have some more fun with another approach at considering what "take 20" means in a world:
Case (1) What can happen is completely determined by character ability.
In this situation, suppose a character of a certain ability has a 5% chance of kicking down a particular door when he tries to do so. Under "take 20", he just kicks repeatedly until the particular door collapses, and take 20 makes sense here.
Case (2) What can happen is completely determined by the structure of the universe.
In this situation, suppose 5% of doors have structural defects so that a character of a certain ability can kick them down, and doors are either defective in this way, or not at all. Now, if I use "take 20", the character is actually manipulating the fabric of the universe with each kick, eventually getting a universe where the particular door he's at is of the defective sort. This, to me, is ridiculous. When he tries to kick the door down, and makes the roll, he's fixing the universe, and should have to deal with the universe, rather than manipulate reality. In my opinion.
Now, in both cases, when a character comes up to a door, he has a 5% chance of being able to kick it down in one round (please, for the love of all that's holy, let's not bring in battering rams or whatever, and instead focus on the actual example).
Both of these cases are equally ridiculously extreme, and the reality is, worlds are a mixture of these two cases, but 'take 20' assumes case 1 is all there is.
In my opinion, I prefer a world where character abilities matter, but not to the point they bend all reality around them. I prefer a rules system where whether a person can kick down a door depends on the person, AND the door, and I want that person to sometimes have a chance, not necessarily 0 or 1, which are basically the only options of the take 20 system. (note: there are absolutely situations where 0 or 1 are reasonable probabilities, I just like sometimes to have other numbers, although I concede I have no compelling reason why you should do so as well).
A 'take 20' system makes it all about the person, and makes the chance either 0% or 100%, with nothing in between.
The initial idea of this thread was to discuss why people can have 'hate' for take 10 and take 20, and that's what I've been addressing here. Take 20 drains randomness, causes weird quirks that don't jive with reality, and, ultimately, changes the nature of the game in ways that some people don't much like.