Doom wrote:Fair enough. Give an example where 'take 20' comes up (a completely worked out situation), and there's absolutely no way to improve the encounter/incident/activity/whatever so that 'take 20' couldn't have come up in the first place.
The Rogue has broken into the evil Duke's study with the task of acquiring the secret MacGuffin. He has only 5 rounds to search the entire study before the Dukesguard (who are chasing him) catch up and ganks him. He does not find the secret MacGuffin but does find a small lockbox that The Rogue spends two rounds attempting (and failing) to open. On round 5 he decides that discretion is the better part of valor and absconds to a safehouse with the lockbox before the Dukesguard descends upon him.
Safely ensconced in his hideout, The Rogue carefully examines the box. Unknown to him, the box has the following stats:
Open Lock DC 25
Trap 1: A small piece of flint and flash powder that bursts into flames and destroys the contents of the box (Search DC 28, Disable Device DC 20)
Trap 2: If the box is opened a scrying spell is triggered that let's the duke's Grand Vizier know exactly where the box is and who is tampering with it if it's opened. (Search DC 29, Disable Device 30).
The rogue has the following relevant stats:
Open Lock 10 (4 dex, 6 ranks)
Search 8 (2 int, 6 ranks)
Disable Device 10
The Rogue does not know it, but the Secret MacGuffin was not ever in the study (he has been given false information and the Duke, while evil, is not even aware that the MacGuffin exists). The lockbox
actually contains a series of love letters between the Evil Duke and the Queen. Uncovering the letters progresses the story, but the story is completely able to deal with the contents being read or destroyed.
Had the Rogue managed to open the lock while in the study (he needed a 15 on the die, difficult but not impossible) and not searched for traps, he would have triggered the flames and destroyed the contents as well as alerted the Duke (which he doesn't really care about, because the Duke already knew he was in the study) but now that he is safe in the hideout he decides to take things carefully and search the box for booby traps.
With the assumption that Mr. Cavern is making the rolls behind his hand so the player can't metagame his die rolls ...
Without take 20, the player has to sit there saying "I search the box" 90 times before there is a 99% certainty that one of the search checks was his maximum possible check (losing Take 20 means the Player can't invoke statistics "Eventually I will roll a 20 on my search check"). Luckily he can disable the trap if he takes 10, and he only has to say "I disable the trap" 7 times before there's a 99% probability that one of the rolls is a 10 and he disables the device (there is also an 86% chance that he failed by 5 or more and only
thinks he disabled the trap, which is why taking 10 is the better option, here, but he may think that the disable DC is 25+ and would fuck him over on a take 10). He will never in a million years find the
Scrying trap, but he could possibly disable it if he knew about it. He then sits there saying "I try to open the lock", and must say it 17 times before there is a 99% chance of a 15+ coming up on the die, he then opens the lockbox, triggers the scrying spell and (depending on the success with the disable device) triggers the flames.
With take 20 this situation plays out exactly the same
except the player only has to say "I take 20 searching the box" instead of saying "I search the box" 90 or so times (it's 13 tries for a 50% probability of rolling a 20). He still has to roll for disabling the trap (chance for failure on a 5 or less), but then he gets to say "I take 20" on opening the lock after taking 10 doesn't work.
So, basically, The Rogue and Mr. Cavern have not wasted a half hour of their lives on meaningless and inevitable dice rolls, and can instead get on to whether The Rogue thinks the love letters are evidence that the Evil Duke is the traitor (even without the secret MacGuffin) or if the MacGuffin was destroyed by the flame trap if The Rogue failed to disarm it. The Rogue might also decide that the love letters aren't a sign of traitorous intent, but are still good blackmail material. He also has to deal with the fact that the Evil Duke now knows exactly where he is.