Where would you apply a Rogue's Skill Mastery if you were level 10 and had selected the ability? Which are the Rogue skills you think should always be maxed and which skills do you think can be either relegated to say, half points, or "buffed" through Skill Mastery so as to save ranks from other skills?
Do you folks think it's logical to use the "Taking 10" feature on "spur of the moment" rolls like Listen or Spot?
I've heard the argument that you can only take 10 when you are "actively" initiating an ability, like when climbing or opening a lock but in a situation where you are reacting to unknown information (like an ambush or noticing a secret door when not actively searching), that you can't take 10.
In general, I'd like to hear whatever comments people might have about Rogue Skills must haves, Taking 10 and Skill Mastery.
Thanks!
I've included some stuff from the SRD below.
From the SRD
Regarding Use Magic Device
Do you folks think it's logical to use the "Taking 10" feature on "spur of the moment" rolls like Listen or Spot?
I've heard the argument that you can only take 10 when you are "actively" initiating an ability, like when climbing or opening a lock but in a situation where you are reacting to unknown information (like an ambush or noticing a secret door when not actively searching), that you can't take 10.
In general, I'd like to hear whatever comments people might have about Rogue Skills must haves, Taking 10 and Skill Mastery.
Thanks!
I've included some stuff from the SRD below.
From the SRD
Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Taking 10: When your character is 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. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure —you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.
Taking 20:When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are 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.
Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common “take 20” skills include Escape Artist, Open Lock, and Search.
Regarding Use Magic Device
Special: You cannot take 10 with this skill.