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