Task Difficulty

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If the GM feels that a success roll should be easier or harder in a particular situation, he may assess a difficulty modifier. This is separate from modifiers for the culture, equipment, language, tech level, etc. of the person attempting the task, in that it applies to anyone who attempts the task. It is cumulative with all other modifiers. For instance, if the GM rules that the only way to sway a particular audience is to make a Public Speaking roll at -2, the difficulty modifier is -2. Any speaker has -2, in addition to personal modifiers (for culture, language, Voice, etc.), when dealing with that audience.

Many skills suggest difficulty modifiers – e.g., the -5 to use Lockpicking skill by touch – but the possible variety of tasks is essentially infinite. Here are some guidelines for GMs:

+10Automatic. Tasks so trivial that the GM should waive the need for a success roll, except under extraordinary circumstances. Example: A Driving roll to start a car.

+8 or +9Trivial. Situations where failure is extremely unlikely, and would require incredibly bad luck. Example: A Driving roll to drive around an empty parking lot.

+6 or +7Very Easy. Tasks where failure is possible, but would require bad luck. Example: A Driving roll to drive down an empty suburban street.

+4 or +5Easy. Most mundane tasks, including rolls made by ordinary people at day-to-day jobs. Example: A Driving roll to commute to work in a small town.

+2 or +3Very Favorable. Mildly risky tasks that most people would undertake without hesitation. Example: A Driving roll to commute to work in a teeming metropolis.

+1Favorable. Tasks that most people would hesitate at, due to the risk, but that a career adventurer would regard as easy. Example: A Driving roll to compete in a road rally.

0Average. Most adventuring tasks, and the majority of skill use under stress. Example: A Driving roll in a car chase.

-1Unfavorable. Stressful tasks that would challenge a novice adventurer, but not an old hand. Example: A Driving roll in a high-speed car chase.

-2 or -3Very Unfavorable. Stressful tasks that would challenge a professional. Skilled adventurers still routinely accept such risks! Example: A Driving roll in a highspeed car chase on a busy freeway.

-4 or -5Hard. Tasks so challenging that even an expert will look for alternatives. A true "master" is still unlikely to feel challenged. Example: A Driving roll to keep the car on the road while shooting a gun out the window during a highspeed chase.

-6 or -7Very Hard. Situations that even the masters might have second thoughts about. Example: A Driving roll in a high-speed chase during a blizzard.

-8 or -9Dangerous. Tasks at which even the greatest masters expect to fail. Example: A Driving roll while shooting a gun in a high-speed chase during a blizzard.

-10Impossible. No sane person would attempt such a task. The GM may wish to forbid such attempts altogether. Example: A Driving roll to steer a car with the knees while firing a bazooka two handed during a chase through a blizzard.

These modifiers assume a trained character. To get an idea of how tough a task would be for someone working at default, add the default penalty to the difficulty modifier.

Example: Someone who never learned to drive is using Driving at its DX-5 default. For him, an everyday commute – "Easy" (+4 or +5) for a trained driver – would be "Average" (DX) or even "Unfavorable" (DX-1), and almost certainly a stressful experience!

The GM can use difficulty modifiers in place of other modifiers if the outcome of a task is too unimportant – or the action too hot – to justify stopping to add up a long string of modifiers. For instance, in a car chase involving a car in bad repair, the GM might bump the difficulty up a level or two instead of assessing an equipment modifier for the car.

Time Spent

You can reduce the penalty for a tough task – or even get a bonus – by working slowly and deliberately, taking the time to get things right. Conversely, if you are racing to beat a deadline, even the simplest task can become tricky.

Extra Time: Taking more time than usual for a task (as specified by the rules or the GM) gives a bonus to a noncombat action: 2× as long gives +1, 4× gives +2, 8× gives +3, 15× gives +4, and 30× gives +5. For instance, taking a work day (eight hours) to do a one-hour task would give +3. This bonus only applies if it would make sense to take extra time for the task at hand (GM's judgment). You can take extra time to open a safe or figure out an alien artifact, but not to neutralize poison or chase a fleeing suspect!

Haste: Hurrying gives a penalty: -1 per 10% less time taken. For instance, attempting a task in half the usual time (-50%) is at -5. The maximum time reduction is normally 90% (taking 1/10 the prescribed time), at -9. In a cinematic game, the GM might allow one attempt at -10 to complete a task instantly; e.g., a Mechanic roll at -10 to fix a machine by kicking it! However, you cannot hasten tasks that require a certain amount of time due to natural laws (e.g., a chemical reaction) or the limitations of equipment (e.g., the top speed of a vehicle). When in doubt, the GM's decision is final.

Note that if a skill specifies time modifiers, these override the generic modifiers above. For instance, magic spells have their own rules for extra time (see Ceremonial Magic) and cannot be rushed save by those with high skill (see Magic Rituals).

Long Tasks

The GM may define major projects as "long tasks" that require a number of man-hours of work with one or more attributes or skills. For instance, the GM might rule that building a rope bridge over a chasm requires 40 man-hours of DX-based ordinary labor, 24 man-hours of Carpentry work, and eight man-hours of Engineer work.

The normal limit on labor for each person involved is eight hours per 24-hour day. At the end of each day, each worker rolls vs. the skill used that day (the GM rolls for NPCs). A success puts eight man-hours of work toward the task; a critical success counts 50% extra. A failure counts as half as much. A critical failure contributes nothing, and ruins 2d man-hours of work already done!

A supervisor who works a full shift with his workers may opt to coordinate his staff instead of working himself. Make an Administration roll if organization matters more than inspiration, or a Leadership roll in the opposite situation (GM's judgment). On a success, the workers get +1 to their rolls for the day; on a critical success, they get +2. On any failure, the supervisor contributes nothing at all.

It is possible to work longer shifts. To get an NPC to do this, make an Influence roll (see Influence Rolls). Roll against HT on any day you work more than eight hours, at -1 per hour over 10. On a success, make the usual skill roll and (except on a critical failure) base the man-hours contributed on the time worked. On a failure, your skill roll has a penalty equal to your margin of failure or -2, whichever is worse, and you lose FP equal to the size of your penalty – but you still contribute extra labor if your skill roll succeeds. Treat a critical failure as any other failure, except that you are so exhausted that you cannot work the next day!

It is possible to cut corners and reduce the manhours of labor required, as described under [#Time Spent#Time Spent. All workers doing a given type of labor make their skill rolls at the usual penalty for haste. For instance, the manual laborers working on the rope bridge above could reduce their work to 20 man-hours, but they would roll at DX-5.

Likewise, it is possible to take extra time to get a bonus. For instance, if those laborers put in 80 man-hours, they would roll at DX+1. This strategy is likely to backfire if the extra time takes the form of long shifts, however.