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1.1.3.1 Modifiers

1.1.3.0 Difficulty & Modifiers Not all tests are created equal! Modifiers are adjustments made to a test’s target number (not the roll itself ), that make the test easier or harder for a character to pass. Bonuses are modifiers that increase the target number and thus make success more likely, while Penalties are modifiers that decrease the target number and thus make success less likely. If a test would be subject to more than one modifier, simply add their values together to determine the net modifier for that test.

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1.1.3.2 Difficulty

1.1.3.0 Difficulty & Modifiers The Difficulty of a test is a Modifier applied based on how much more difficult or easy the test becomes due to circumstance. One of the most important jobs of the GM is to determine the difficulty of tests. The test difficulty table below provides guidelines for recommended modifiers given particular levels of difficulty.

Once the difficulty has been decided, apply the Modifiers to the test’s target number and roll the test against the modified target number. GMs who desire more finesse should not be afraid to assign test difficulty in increments of +/- 5.

Example

A character attempts to break down a wooden door in a dungeon. The GM decides that this task would be relatively easy compared to breaking down a normal door, as the wood is aged and rotting, and so assigns a difficulty of Easy to this test. They also tell the player which Characteristic or Skill to use to determine the target number (more on this in the Core Mechanics section). When making the test, the player would increase their normal target number by 20.

Test Difficulty Levels

1.1.3.3 Test Difficulty Levels

1.1.3.0 Difficulty & Modifiers

DifficultyModifier
Effortless+40
Simple+30
Easy+20
Ordinary+10
Average+0
Challenging-10
Difficult-20
Hard-30
Very Hard-40

Note that the GM should feel free to impose modifiers on tests beyond +/- 40 if it would be appropriate for the situation. This range is not meant to be limiting, it simply reflects the most common difficulty levels that will likely see use in an average campaign.

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