Task Difficulty

The table at the bottom of this article illustrates a sampling of task difficulty designations, their hypothetical difficulty class (DC), and an example of a task that might fit each designation. The listed examples are not intended as hard lines, but as general guidlines. Circumstances could shift DC values of a task listed in the example column as subject to the fair discretion of the GM. For example, perhaps a PC is attempting to climb a knotted rope, such a task could reasonably fall within the "Easy" task range, and perhaps constitute a DC of 5. However, consider a situation where that rope happens to be old. In such a case, the DC may instead be assigned a value of 6 or 7 instead of 5.   Players should view this resource as a broad representation of the type of DC they should expect for a task they intend to attempt without any extenuating circumstances.   In terms of in-game application, the GM may sometimes (further explanation later) elect to not inform the players of the exact roll that is required for a successful attempt (Difficulty Challenge). Instead, players may be given the task difficulty designation. Players should consider, for example, an "Easy" designation to apply to DCs ranging from 5-9. It then follows that a "Medium" designation would apply to the range of 10-14, and so on. The important take away here is that players attempting an "Easy" task should not automatically assume that they have succeeded because they achieved a result within the given DC range. For instance, players attempting an "Easy" task that achieve a result of 5 should not assume that they have succeed their attempt because the GM may have assigned a DC somewhere in the range of 6 to 9. A result of 9, in this case, is the exception as it is the maximum possible roll result that is associated with the "Easy" designation. Carrying this forward, in a different case where a player is attempting a "Tough" task and achieves a 19, they can assume success because their roll result matches the minimum threshold at which point and beyond a "Tough" attempt is considered successful.   Although players may wish to always know their exact target number, concealing it is a useful tool in the GM's belt of refereeing capabilities. Commonly, there are situations during roleplaying games where the GM elects to secretly fudge DC values (in either direction) in the interest of protecting the party, in the event that a particular player's actions are "railroading" sufficinetly many other players, or in the interest of protecting the health of the game in general. In particular, albeit rare, circumstances, the GM may also elect to not reveal even the target designation. It should be noted that it is the preference of GMs to not ever have to interfere so players should not worry about GM sabotage, as running a game that all players can enjoy is ultimately the chief goal of a GM. It is simply an occurance that commonly needs to take place at some point during a given game and transparency with players is desirable.   As it relates to less consequential action (most often), the GM may elect to reveal the exact target number. As descirbed above, concealing exact numbers allows the GM room to fudge things for the betterment of the game, however, in many cases this is not ultimately a necessary concern.   As a final note, players should also remember that modifiers (and other effects) can improve or hinder the results of a roll. Hence why results listed in the table below extend beyond the maximum roll result of 20 for the die that will be used for task attempts.  
Task Difficulty DC Example
Very Easy 0 Notice a large creature
Easy 5-9 Climb a knotted rope
Medium 10-14 Gather local news and rumors
Tough 15-19 Perform first aid
Challenging 20-24 Sabotage an electronic device
Formidable 25-29 Escape binder cuffs
Heroic 30-34 Jump a 10-meter chasm
Superheroic 35-39 Climb an overhanging balcony in the rain
Nearly Impossible 40+ Convince a Sith Lord that you are his trusted lieutenant's replacement
(*1, table only)