Take 20

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When performing an action that is dependent on a skill check, a player may opt to automatically roll a 20 given they meet the right criteria.

  • They are in no immediate peril
  • They are calm and clear of mind
  • They have enough time to perform the action equal to failing it 20 times (usually about 2 minutes)
  • There is no consequence for failing the action

Examples

  • Translating an ancient text in a library (History)
  • Slowly pushing a crate across a room (Athletics)
  • Practicing lock picking on his/her own lock (Sleight of Hand)