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<h2>DIFFICULTY LEVELS</h2>
<p>
A Check's Difficulty Level (DL) is a measure of how complex and risky a
certain operation can be. It abstracts several elements into a single number:
</p>
<ul>
<li>
The amount of knowledge and expertise required to complete the operation.
</li>
<li>
Any helpful or hindering circumstances such as harsh weather conditions,
poor visibility, exhaustion, or supernatural influences.
</li>
<li>
The lack or presence of important resources (time, space, materials, etc.)
that are needed to achieve the characters goal.
</li>
<li>
The kind of impact the action will have on the story, be it now or later.
</li>
</ul>
<p>
In summary, Difficulty is an abstraction of how the current situation is
opposing or hindering the character. The true question you should ask yourself
when determining the Difficulty Level for a check, as indicated by the table
below, is “Who is likely to accomplish this?”
</p>
<h2>DETERMINING THE DIFFICULTY LEVEL FOR A CHECK</h2>
<table>
<thead>
<tr>
<th>DL</th>
<th>Action Difficulty</th>
<th>Who is likely to accomplish this?</th>
</tr>
</thead>
<tbody>
<tr>
<td>7</td>
<td>Easy</td>
<td>Anyone with a bit of training or natural talent.</td>
</tr>
<tr>
<td>10</td>
<td>Normal</td>
<td>A competent person, or a very talented one.</td>
</tr>
<tr>
<td>13</td>
<td>Hard</td>
<td>An expert or a prodigy.</td>
</tr>
<tr>
<td>16</td>
<td>Very Hard</td>
<td>Someone who is among the very best in that field.</td>
</tr>
</tbody>
</table>
<h2>GO WITH TEN</h2>
<p>
If you are the Game Master and find yourself stumped when choosing an
appropriate Difficulty Level for a Check, use 10: it is neither too low nor
too high, and it's easy to remember.
</p>