Chapter 06: Difficulty

7. Difficulty Checks


 
In Infinite Frontiers, Difficulty Checks are essential mechanics that determine the success or failure of a character's actions. They provide a structured framework for resolving tasks, whether they are routine activities or high-stakes confrontations. Understanding how to effectively navigate both Static and Opposed Difficulty Checks is crucial for players and Game Masters (GMs) alike, as it ensures fair and engaging gameplay.
 

7.1 Overview of Difficulty Checks

  Difficulty Checks (DCs) assess how challenging a particular task is and determine the number of successes required for a character to accomplish it. There are two primary types of Difficulty Checks:  
  • Static Difficulty Checks: These are unopposed checks where a character attempts a task against a predetermined difficulty level.
  • Opposed Difficulty Checks: These involve direct competition between two or more characters or forces, where each side's successes are compared to determine the outcome.
  By utilizing these two types of checks, Infinite Frontiers accommodates a wide range of scenarios, from solitary endeavors to intense rivalries.  

7.2 Static Difficulty Checks

  Static Difficulty Checks are used when a character attempts an action that doesn't directly oppose another character's actions. Instead, the success of the task is determined by how well the character's abilities match the predetermined difficulty level.  

7.2.1 Assigning Difficulty Levels

  The GM assigns a difficulty level to tasks based on their complexity, danger, or required expertise. The primary difficulty levels are:  
DifficultySuccesses RequiredDescription
Simple1Routine tasks; minimal effort required.
Moderate2Requires skill and attention.
Challenging3Difficult tasks; expertise is helpful.
Daunting4Very hard; high skill level needed.
Near-Impossible5Extraordinary tasks; rare success.
 

7.2.2 Resolution Process

  To resolve a Static Difficulty Check, follow these steps:  
  1. Calculate Dice Pool: Assemble your dice pool based on your relevant Attribute, Talent, Specialization, Modifiers, and any additional dice from Luck or Doom.
  2. Roll Dice: Roll all dice in your pool, up to a maximum of 10 dice. If your pool exceeds 10, convert excess dice into automatic successes (see Dice Pool Limit and Automatic Successes).
  3. Determine Successes:
    • Talent Level 0: Only a roll of 6 counts as a success.
    • Talent Level 1 or Higher: Rolls of 5 and 6 count as successes.
  4. Calculate Net Successes (if using the Setback System):
    • Net Successes = Total Successes - Setbacks
    • Setbacks: Each die that rolled a 1 counts as a setback.
  5. Compare to Difficulty Level:
    • Net Successes ≥ Successes Required: Action Succeeds.
    • Net Successes < Successes Required: Action Fails.
 

7.2.3 Degrees of Success and Failure

  The relationship between net successes and the required successes affects the outcome's quality:  
Degrees of Success:
  • Exceeds Required Successes:
    • Slightly Exceeds: Minor additional benefits.
    • Significantly Exceeds: Major benefits or enhanced outcomes.
  • Meets Required Successes: The action is completed successfully with standard effectiveness.
  • Falls Short of Required Successes:
    • Slightly Falls Short: Partial success or minor complications.
    • Significantly Falls Short: Full failure with major consequences.
    • Critical Failure: Catastrophic failure, potentially leading to severe setbacks.
 

7.2.4 Examples

 
Example 1: Picking a Lock

  • Difficulty: Challenging (3 successes required).
  • Character's Dice Pool: 7 dice.
  • Roll Results: 6, 5, 3, 2, 5, 4, 1.
  • Successes: 3 (6, 5, 5).
  • Setbacks: 1.
  • Net Successes: 3 - 1 = 2.
  • Outcome: Failure. The character fails to pick the lock and triggers an alarm.
 
Example 2: Scaling a Cliff

  • Difficulty: Daunting (4 successes required).
  • Character's Dice Pool: 6 dice.
  • Roll Results: 5, 4, 2, 6, 3, 1.
  • Successes: 2 (5, 6).
  • Setbacks: 1.
  • Net Successes: 2 - 1 = 1.
  • Outcome: Failure. The character slips and takes damage.
 

7.3 Opposed Difficulty Checks

  Opposed Difficulty Checks are used when two or more entities directly compete against each other to achieve a specific outcome. This type of check is common in situations like combat, competitive skill use, or rival negotiations.  

7.3.1 Resolution Process

  To resolve an Opposed Difficulty Check, follow these steps:  
StepDescription
Step 1: Determine ParticipantsIdentify all parties involved in the opposition (e.g., two characters, a character and an NPC, or a character and an environmental force).
Step 2: Calculate Dice PoolsEach participant calculates their own dice pool based on their relevant Attribute, Talent, Specialization, Modifiers, and any additional dice from Luck or Doom.
Step 3: Roll DiceEach participant rolls their dice pool, adhering to the maximum of 10 dice. Excess dice convert to automatic successes.
Step 4: Determine SuccessesTalent Level 0: Only a 6 counts as a success.
Talent Level 1 or Higher: Rolls of 5 and 6 count as successes.
Step 5: Calculate Net SuccessesNet Successes = Total Successes - Setbacks.
Setbacks occur when a die rolls a 1.
Step 6: Compare SuccessesHigher Net Successes: The participant with more net successes wins the contest.
Tie: The contest results in a stalemate or minimal effect, subject to the GM's discretion.
Step 7: Determine Degrees of Victory1 Success Difference: Minor victory; basic success.
2+ Successes Difference: Decisive victory; may grant additional advantages.
Rulebook

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