@rush99999 Right, so, Take 10/20 rules don't work that way in this system.
Take 10 is "Job that you can keep rolling till success with no real penalty of failure, usually around 2-10 minutes"
Take 20 is "You can take 20x the amount of time to do a Take 10 job and ignore the penalties of failure (Being that you are being super-duper careful.) But only if nothing bad happens in the meantime. You can also Take 20 on any job that would take over a week to complete normally without the time penalty. Taking 20 is not a critical success though."
But as with all things, it's up to GM Discression:
Yes, you can take 10 on this job, it'll take about an hour to do so, being that you are going to have to go looking for places that have this info.
No, you cannot take 20 on this for reasons i wont disclose, but suffice to say that 20 hours on this planet will not come without risks.
I do need to know what kinds of questions you are asking? Is it specifically about the ships? Is it specifically about the crews? Is it specifically about the produce? You can ask broad questions to get broad answers. You can also try specific questions get more specific answers, but run the risk of word getting back to the rebels that you are onto them. I mean, "Do you know anything about these 4 ships working together with a crew member that only speaks Huttese" when asked to the people in the know is likely to make it back to the 4 ships that some shifty bloke was asking about them and they are likely to then circle the wagons.
But what you do learn from your Take 10 from the Imperial institutions (Registry offices for ships and manifests and stuff like that):
@Varshanka Very nice roll, you can keep the 16, but this is also a Gather Information roll, not Perception. Perception would be useful if you actually knew what the perps looked like. Right now, you are walking around scoping out "Shady Blokes" in a city full of Shady Blokes and basic perception isn't going to yeild too much except "Cor', there sure are a lot of shady blokes around here." Gather Information is the skill for walking around with the rank and file and giving the odd "Hey, that guy looks a little stand-out-ish, what's his story?" in a believable way.
I do want to apologize if i seem a little "I need specifics" as a DM, i just don't believe in the magical "I rolled a big number on the dice, now tell me everything!" style. I like to make the players actually use their brains, much to my players chagrin. How you ask a question is just as important as what number you roll. If you are trying to seduce an NPC and you say "I once witnessed a quasar form, colours beyond imagination and a beauty i once thought unparalleled until i looked into those stunning eyes of yours." is only going to need a DC15 to succeed as opposed to "OI DARLIN' I BET YOU LIKE TO 'AVE IT OFF!!!" Which will be a DC30.
Take 10 is "Job that you can keep rolling till success with no real penalty of failure, usually around 2-10 minutes"
Take 20 is "You can take 20x the amount of time to do a Take 10 job and ignore the penalties of failure (Being that you are being super-duper careful.) But only if nothing bad happens in the meantime. You can also Take 20 on any job that would take over a week to complete normally without the time penalty. Taking 20 is not a critical success though."
But as with all things, it's up to GM Discression:
Yes, you can take 10 on this job, it'll take about an hour to do so, being that you are going to have to go looking for places that have this info.
No, you cannot take 20 on this for reasons i wont disclose, but suffice to say that 20 hours on this planet will not come without risks.
I do need to know what kinds of questions you are asking? Is it specifically about the ships? Is it specifically about the crews? Is it specifically about the produce? You can ask broad questions to get broad answers. You can also try specific questions get more specific answers, but run the risk of word getting back to the rebels that you are onto them. I mean, "Do you know anything about these 4 ships working together with a crew member that only speaks Huttese" when asked to the people in the know is likely to make it back to the 4 ships that some shifty bloke was asking about them and they are likely to then circle the wagons.
But what you do learn from your Take 10 from the Imperial institutions (Registry offices for ships and manifests and stuff like that):
@Varshanka Very nice roll, you can keep the 16, but this is also a Gather Information roll, not Perception. Perception would be useful if you actually knew what the perps looked like. Right now, you are walking around scoping out "Shady Blokes" in a city full of Shady Blokes and basic perception isn't going to yeild too much except "Cor', there sure are a lot of shady blokes around here." Gather Information is the skill for walking around with the rank and file and giving the odd "Hey, that guy looks a little stand-out-ish, what's his story?" in a believable way.
I do want to apologize if i seem a little "I need specifics" as a DM, i just don't believe in the magical "I rolled a big number on the dice, now tell me everything!" style. I like to make the players actually use their brains, much to my players chagrin. How you ask a question is just as important as what number you roll. If you are trying to seduce an NPC and you say "I once witnessed a quasar form, colours beyond imagination and a beauty i once thought unparalleled until i looked into those stunning eyes of yours." is only going to need a DC15 to succeed as opposed to "OI DARLIN' I BET YOU LIKE TO 'AVE IT OFF!!!" Which will be a DC30.