Challenge Levels


OVERVIEW

A Character rolling for Successes during a Challenge will have their Target Number set based on the Difficulty of the Challenge, so determining the right Target Number is a critical skill to learn quickly for a referee.

The chart below gives a good idea as to how Target Numbers should be determined, using the environmental cues of your setting as a guide. A simple lock in a peasant’s hut would probably be no more than Crude (TN2) to unlock, but a trap in a wealthy Merchant’s Manor could be Uncommon (TN6) or even Rare (TN8) depending on how well-off the merchant and how valuable the goods.

DIFFICULTY CHART
DIFFICULTY TN MASTERY WORKMANSHIP MOD VALUE
EASY 2 NOVICE CRUDE -1 x0.33
MODERATE 4 APPRENTICE COMMON 0 x1
TRICKY 6 JOURNEYMAN UNCOMMON +1 x3
CHALLENGING 8 ARTISAN RARE +2 x10
FOOLHARDY 10 MASTER EPIC +3 x100
ABSURD 12 GRANDMASTER LEGENDARY +4 priceless
PRETERNATURAL 14+ PARAGON SINGULAR +5 unique
  • TN: Rolled dice must match or beat this value to be counted as EFFORT.
  • MASTERY: Skill of an NPC, or skill required to create workmanship at this level under normal circumstances.
  • WORKMANSHIP: Difficulty, expressed as the workmanship of a refined or final product.
  • MOD: Modifier that this item would grant to a player wielding, occupying, or otherwise using it.
  • VALUE: What value multiplier applies to the item when considering its worth at a merchant