Editing MLP Skills

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* '''Taking 10'''
 
* '''Taking 10'''
When you're not in a rush and not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10 (an average roll on a d20). For many relatively routine tasks, taking 10 results in a success. This does not increase the fatigue cost of the action.
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When you're not in a rush and not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10 (an average roll on a d20). For many relatively routine tasks, taking 10 results in a success.
 
Distractions, threats, and danger make it impossible for a character to take 10. You also can't take 10 when using a skill untrained, though the Stablemaster may allow exceptions for truly routine activities.
 
Distractions, threats, and danger make it impossible for a character to take 10. You also can't take 10 when using a skill untrained, though the Stablemaster may allow exceptions for truly routine activities.
 
Example: Spring-Dancer has a Climb skill modifier of + 10. The steep, rocky slope he's climbing has a DC of 15. With a little care, he can take
 
Example: Spring-Dancer has a Climb skill modifier of + 10. The steep, rocky slope he's climbing has a DC of 15. With a little care, he can take
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* '''Taking 20'''
 
* '''Taking 20'''
When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round), and when the skill being attempted carries no penalty for failure, you can take 20. Taking 20 represents making multiple rolls, assuming that eventually you will roll a 20. Instead of rolling 1d20 for the skill check, calculate the result as if you had rolled a 20. Taking 20 means you keep trying until you get it right. Taking 20 takes twenty times as long as making a single check and in addition, the fatigue costs are doubled.
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When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round), and when the skill being attempted carries no penalty for failure, you can take 20. Taking 20 represents making multiple rolls, assuming that eventually you will roll a 20. Instead of rolling 1d20 for the skill check, calculate the result as if you had rolled a 20. Taking 20 means you keep trying until you get it right. Taking 20 takes twenty times as long as making a single check.
 
Example: Spring-Dancer comes to a cliff face. He takes 10 to make the climb, for a result of 20 (10 plus his +10 skill modifier). However, the DC is 23, and
 
Example: Spring-Dancer comes to a cliff face. He takes 10 to make the climb, for a result of 20 (10 plus his +10 skill modifier). However, the DC is 23, and
 
the Stablemaster tells him that he fails to make progress up the cliff. (His check result is at least high enough that he doesn't faiL) Spring-Dancer can't take 20 because there is a penalty associated with failure (falling, in this case). Later Spring-Dancer finds a small hidden stash in the cliffside and searches it. (The
 
the Stablemaster tells him that he fails to make progress up the cliff. (His check result is at least high enough that he doesn't faiL) Spring-Dancer can't take 20 because there is a penalty associated with failure (falling, in this case). Later Spring-Dancer finds a small hidden stash in the cliffside and searches it. (The

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