The Long Wait: How Long Does Taking 20 Take in Pathfinder?
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The core rule for Taking 20 in Pathfinder is straightforward: It takes 20 times as long as making a single check would normally take. This means if a skill check typically requires one round (6 seconds), Taking 20 would take 20 rounds, or 2 minutes. This extended time commitment highlights the strategic nature of using this rule, emphasizing situations where time is plentiful and failure is unacceptable, while the single attempt of the base action is too uncertain.
Understanding Take 10 vs. Take 20
Before diving deeper, it’s crucial to differentiate Take 10 from Take 20. These are not interchangeable mechanics:
- Take 10: This represents an average attempt under normal circumstances. You treat your die roll as a 10, adding your relevant modifiers. It takes the normal amount of time for the action and can be used even under some stress, as long as you’re not in immediate danger or distracted.
- Take 20: This is for when you have ample time, are not threatened or distracted, and there are no negative consequences for failure. It represents meticulously repeating the action until success, inherently assuming multiple failures before finally succeeding. It takes 20 times the normal time.
Restrictions and Considerations for Taking 20
Taking 20 isn’t a universal “get out of jail free” card. Several key limitations exist:
- Consequences of Failure: If a failed check results in a penalty, trap activation, alerting enemies, or anything similar, Taking 20 is not allowed. This is because each attempt could trigger the consequence.
- Time Constraints: Time must be essentially unlimited. If a situation is rapidly evolving or requires a swift response, Taking 20 is impractical.
- Threats and Distractions: The character must be free from any immediate threats or distractions. Combat, imminent danger, or chaotic environments preclude Taking 20.
Examples of When to Use (and Not Use) Taking 20
To illustrate, consider these scenarios:
- Suitable: Disarming a simple lock on a chest in a secure, undisturbed room. You have plenty of time, no one is watching, and failing doesn’t trigger a trap.
- Unsuitable: Picking a lock on a door while guards are patrolling nearby. The time constraint and risk of discovery prevent Taking 20.
- Suitable: Carefully examining a wall for secret passages in a quiet, abandoned library. No rush, no enemies, and repeated examination poses no risk.
- Unsuitable: Stealthily sneaking past a dragon. The threat of detection and immediate consequences rule out Taking 20.
The Mathematics of Taking 20
The logic behind Taking 20 assumes a normal distribution of die rolls. By attempting the task repeatedly, you effectively guarantee that you will eventually roll high enough to succeed (assuming your skill modifiers and the difficulty of the task make success possible). The “20 times” duration represents the average number of attempts needed to statistically achieve a desired result.
FAQs: Taking 20 in Pathfinder
1. Can you Take 20 on combat-related skills?
Generally, no. Combat is inherently a stressful and time-sensitive situation, precluding the calmness and unlimited time needed for Taking 20. Skills like Acrobatics to avoid an attack of opportunity, or using Diplomacy to defuse a tense standoff, are not suitable for Taking 20.
2. What if a task takes longer than one round normally?
If the base skill check already takes a significant amount of time (e.g., several minutes), Taking 20 will take twenty times that extended duration. So, be mindful of the compounding time cost.
3. Can you Take 20 on a skill if you have penalties?
Yes, penalties do not prevent you from Taking 20 so long as the cumulative result of your roll would still allow you to beat the DC of the check you are attempting.
4. Can you Take 20 on Perception checks?
Usually no for active searches during a time-sensitive event. However, a methodical search of a room with no immediate danger might allow it, with the GM’s discretion. If the search is active and there are immediate threats, it is impossible to use Take 20.
5. Is Taking 20 always the best option when available?
Not necessarily. While it guarantees success (if possible), the time investment can be significant. Sometimes, a single, well-modified die roll might be preferable if speed is important.
6. Can I interrupt a character Taking 20?
Absolutely. Any interruption that introduces a threat, distraction, or time constraint immediately invalidates the ability to Take 20.
7. How does Taking 20 interact with critical failures?
Taking 20 bypasses the possibility of natural 1 critical failures on skill checks since the player is assumed to continue rolling until success. This is an added benefit of using this strategy, especially with tasks where a critical failure would be particularly disastrous.
8. Can I Take 20 to craft items?
Yes, you can Take 20 on craft checks so long as there is no danger or time constraint to using the craft skill.
9. Can multiple characters combine their efforts when Taking 20?
Generally, no. Taking 20 is an individual effort, representing a single character’s persistent attempts. Aid Another rules would not apply in this situation.
10. How does Take 20 interact with skills that have “Special” restrictions?
If a skill has a “Special” restriction that prevents Taking 10 (such as Use Magic Device), that restriction usually also applies to Taking 20. Always check the skill description.
11. Does Roll20 (or other VTTs) automate Taking 20?
Most Virtual TableTops do not automate Taking 20. The player and GM must manually track the time elapsed and determine success based on the character’s modifiers and the skill DC.
12. Is Taking 20 a house rule?
No, Taking 20 is a core rule in Pathfinder, found in the Core Rulebook under “Skills”. However, GMs always have the final say on how the rules are interpreted and applied in their games.
13. If I Take 20, do I still declare the action before starting?
Yes, you should always declare what skill you are using, the target (if any), and that you are Choosing to Take 20. This allows the GM to determine if the action is even eligible for Taking 20 before the time is spent.
14. Can you Take 20 on saves in Pathfinder?
No, you cannot Take 20 on saves in Pathfinder.
15. Does Pathfinder 2e have Take 20 rules?
Pathfinder 2e features an action called “Retry” which is similar to Take 20. It allows you to try a check again after failing, potentially with a penalty. Retry can be used when there are no harsh consequences for failure.
Conclusion: Mastering the Art of Patience
Taking 20 is a powerful tool in a Pathfinder player’s arsenal, but it requires careful consideration of the situation, the rules, and the game master’s interpretation. By understanding its limitations and strategic applications, you can use it effectively to overcome challenges when time is on your side and precision is paramount. The GamesLearningSociety.org emphasizes understanding and mastering complex systems – an approach perfectly applicable to the strategic depths of Pathfinder. Embrace the rules, understand the nuances, and become a more effective adventurer. Exploring the strategic depths of games and learning through them is a great approach, as promoted by the Games Learning Society.