Combat
TN Difficulty Ladder
The seven steps of task difficulty. Set the TN based on the inherent challenge of the task; apply modifiers separately.
| TN | Difficulty | Description | When to Use |
|---|---|---|---|
| 5 | Trivial | Almost automatic; rolling is a formality. | Tasks where failure is boring and success is assumed. Consider not rolling at all. |
| 7 | Easy | A trained professional under mild pressure. | Routine work with ample time. The locksmith picking a simple lock in her workshop. |
| 9 | Routine | Competent work under mild stress. | Some pressure exists, but the task itself isn't demanding. Tracking a trail on dry ground. |
| 11 | Moderate | A real challenge requiring focus. | Trained characters succeed more often than not, but failure is plausible. Treating a wound in a moving wagon. |
| 13 | Standard | The baseline for dramatic action. | Default for acting under active conflict or time pressure. Combat, tense negotiations, dangerous exploration. |
| 15 | Hard | Expert-level difficulty. | Even skilled characters may fail. Requires preparation, good equipment, or luck. Surgery in a firefight. |
| 17 | Legendary | Beyond normal human limits. | Impossible without significant Roll Bonuses. Shooting a coin from a man's fingers at a hundred paces. |
The most common GM-set difficulty is TN 13 — Standard. Set it there unless you have a reason to deviate. Players who consistently see TN 11 get bored; players who consistently see TN 15 get tired.