Taken Values

In some situations, a creature can choose not to roll 1dW to complete a task and instead choose a value, depending on the time and resources available.

Intentional Failure: “I meant to do that”

Sometimes a creature does not want to succeed on a check of some kind. This can happen for several reasons, including helpful abilities, deception, and many other convoluted scenarios. At any point in time, a creature can choose to fail a resistance and automatically allow a creature to overcome its SI. Miss chance, however, cannot be voluntarily ignored, and no attacks automatically succeed. Thus, attempting to stab your friend to sell deception still requires an attack roll.

A character can choose to fail a skill check or attack roll at any time, and make a Deception check to pass off the attempt as legitimate.

Taking a 0: “This Doesn’t Need a Roll”

If a creature’s modifier to an ability exceeds the DC of that ability, there is no need to make a roll. There is no chance of failure, and nothing to be gained by rolling. Examples include a highly trained soldier walking across a room, knowing where the sun is on a sunny day, or hitting the ground with a stick in an open field.

Taking a 10: “Playing it Safe”

In a situation where a creature gets only one attempt, but is prepared for the task, they can choose to take a ten on a roll. This yields a result that is below the expected result on a 1dW, but stops worse results and allows a character to not be worried about tasks they are extremely proficient with. As an example, they may want to take a 10 on a check to jump across a small gap, which poses no real threat and does not require great exertion. Creatures can take a 10 while in combat or when rushed, but not under a penalizing effect that would throw them off their practiced approach, including the following:

*altered, bloodied, confused, cowering, dazzled, drunk, dying, fascinated, fatigued, irate, nauseated, on fire, panicked, shaken*, or *sickened*

When attack rolls take a 10, they also suffer a -5 to damage. Characters can only take a 10 on 1dW rolls they are making of their own accord. For example, a character can choose to attack, run through another creature's space, or jump down from a tree. They take a 10 on the attack roll, tactical exploit check, or acrobatics check. Rolls that are not intended by the character cannot take a 10. This includes all resistances, a Sense check to notice a creature sneaking up on you, or catching yourself after an accidental fall.

Taking a 20: “Prepared and Ready”

In a situation where a creature has some time to ready themselves for a task, they can choose to take a twenty on a roll. This result is above the expected value of a 1dW, and  allows creatures to perform well in low pressure circumstances. Creatures cannot take a 20 on any skill when rushed or in combat. Additionally, they cannot take a 20 under any of the conditions that would stop them from taking a 10. The amount of time that it takes to take a 20 is dependent on the task performed. Attempting a jump or climb may take a few minutes to warm up, while picking a lock you’ve seen many times before might take no more time than a normal lockpicking attempt.

One special case is taking a 20 on an attack roll. Attacks that have taken a 20 are always criticals. A creature cannot take a 20 during combat, so this necessitates that combat has not yet initiated. The target must be surprised and unaware of the attacker, or helpless. To take a 20 on an attack roll, the attacker readies an attack as a full-round action, which can only be activated as a standard action. The attacker must be able to predict the exact position and placement of the target when the attack is activated to take a 20. For instance, a guard walking at a constant pace that is unaware of the brigand in the bushes, and is moving in a predictable manner could allow the brigand to take a 20. A goblin sitting still that suddenly sneezes and flops over while the attack has been readied would be considered to have moved unpredictably and so the attacker cannot take a 20, though they may still attack.

Taking a 30: “Try and Try Again”

In a situation where a creature has no chance of ruining the task by repeated attempts, they can retry multiple times until they get the best possible outcome. Taking a 30 could require minutes or maybe even hours, and assumes multiple failures before the final result is reached. Creatures cannot take a 30 in combat or under time pressure, or under any condition that would stop them from taking a 10.