Taking Twenty with Force Powers

By GConn, in Star Wars: Force and Destiny RPG

Jump is a bad example, because it was never a skill that you could take 20 on in D&D.

Quibble: You could do it for a vertical jump (assuming that the floor wasn't falling out from under you at the time) since that's something you could do over and over.

That said, Take 20 was just a formal way of saying "don't spend a bunch of time tossing dice for something a person could do anyway" - it seems self-evident now, but it was a new-ish concept to many gamers at the time.

Jump is a bad example, because it was never a skill that you could take 20 on in D&D.

Quibble: You could do it for a vertical jump (assuming that the floor wasn't falling out from under you at the time) since that's something you could do over and over.

That said, Take 20 was just a formal way of saying "don't spend a bunch of time tossing dice for something a person could do anyway" - it seems self-evident now, but it was a new-ish concept to many gamers at the time.

I don't see how it was a new concept at the time. No other game i was playing at the time really needed to spell that concept out.

The simple fact is, in any system, if your going to allow rerolling for a task or action then why roll in the first place?

On the contrary if the degree of success or amount of Triumph/Advantage is important then why are you allowing a reroll?

In this system the concept of taking 10 or 20 is unnecessary.

If the Players actually want something cool to happen and have plenty of time then they should just be flipping a Destiny Point to "change the narrative" not trying to introduce some new mechanic into the rules