以及妙手的描述虽然取20,但是个人认为并不指向万律的取20。。虽然是同名词同结果但是原理完全无关。。欢迎讨论。。下面是万律的原文:A check represents an attempt to accomplish some task, usually while under some sort of time pressure or distraction.
Sometimes, though, you can use a skill under more favorable conditions and eliminate the luck factor.
TAKING 10
When you aren’t being threatened or distracted, you can take
10. Instead of rolling 1d20 for the check, calculate your result as
if you had rolled a 10. For many routine tasks, taking 10 makes
them automatically successful. Distractions or threats (such as
combat) make it impossible for you to take 10. In most cases,
taking 10 is purely a safety measure—you expect an average roll
to succeed but fear a poor roll might fail, so you elect to settle
for the average roll. Taking 10 is especially useful in situations
where a high roll doesn’t help. It can also speed up play in situations where repeated rolls are necessary. Taking 10 is a good
idea whenever you know the result will be a success.
TAKING 20
When you have plenty of time—2 minutes for a skill that can
normally be checked in 1 round, one full-round action, or one
standard action—you’re faced with no threats or distractions,
and the skill being attempted carries no penalties for failure,
you can take 20. In other words, you should roll a 20 on 1d20
if you roll enough times. Instead of rolling 1d20 for the check,
just calculate your result as if you had rolled a 20.
Taking 20 means you’re trying until you get it right, and it
assumes that you fail many times before succeeding. Taking
20 takes twenty times as long as making a single check
would take.
You can’t take 20 on any check that has consequences for
failure. Since taking 20 assumes that you fail many times
before succeeding, you would incur the consequences before
completing the task if you did take 20. Common “take 20”
skills include Escape Artist, Open Lock, and Search.
CASTER LEVEL CHECKS
The normal take 10 and take 20 rules apply to skill and ability
checks. Neither rule applies to caster level checks.