Difficulty Classes
Simple DCs
Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combats where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.
Rank | DC |
---|---|
Untrained | 10 |
Trained | 15 |
Expert | 20 |
Master | 30 |
Legendary | 40 |
Level-Based DCs
Use these DCs when a PC needs to Identify a Spell or Recall Knowledge about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that the walls of a space station were constructed of smooth metal and are hard to climb. You could simply say only someone with master proficiency could climb them and use the simple DC of 30. Or you might decide that the 15th-level mechanic villain who built the station crafted the wall and use the 15th-level DC of 34. Either approach is reasonable!
Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually pose very little challenge for them.
Level | DC |
0 | 14 |
1 | 15 |
2 | 16 |
3 | 18 |
4 | 19 |
5 | 20 |
6 | 22 |
7 | 23 |
8 | 24 |
9 | 26 |
10 | 27 |
11 | 28 |
12 | 30 |
13 | 31 |
14 | 32 |
15 | 34 |
16 | 35 |
17 | 36 |
18 | 38 |
19 | 39 |
20 | 40 |
21 | 42 |
22 | 44 |
23 | 46 |
24 | 48 |
25 | 50 |
Spell Rank* | DC |
1st | 15 |
2nd | 18 |
3rd | 20 |
4th | 23 |
5th | 26 |
6th | 28 |
7th | 31 |
8th | 34 |
9th | 36 |
10th | 39 |
* If a spell is uncommon or rare, adjust its difficulty accordingly. |
Adjusting Difficulty
The DC Adjustments table lists the categories of adjustments. The adjustments' names are relative to the base difficulty of the task itself—a very hard 2nd-level task will not be “very hard” for a 10th-level PC to accomplish! PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high-level group.
You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about dragons. The tome is 4th-level and has the arcane trait, so you set the DC of an Arcana check to Identify the Magic to 19. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using Occultism instead and set the DC at 24 for characters using that skill. If a character in your group had Physical Science Lore, you might determine that it would be easy or very easy for them to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.
Group Attempts
Difficulty | Adjustment | Rarity |
---|---|---|
Incredibly easy | –10 | — |
Very easy | –5 | — |
Easy | –2 | — |
Hard | +2 | Uncommon |
Very hard | +5 | Rare |
Incredibly hard | +10 | Unique |
Minimum Proficiency
For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed.
Specific Actions
Craft
Earn Income
Once the PC has decided on a particular level of task from those available, use the DC for that level. You might adjust the DC to be more difficult if there's network maintenance during a job over the infosphere, a rowdy audience for a performance, or the like.
Gather Information
Identify Magic or Learn a Spell
Recall Knowledge
Alternative Skills
Additional Knowledge
Creature Identification
The skill used to identify a creature usually depends on that creature's trait, as shown on the Creature Identification Skills table, but you have leeway on which skills apply. For instance, midwives are aberrations but have a strong connection to divine spells and serve a deity, so you might allow a character to use Religion to identify them without any DC adjustment and make using Occultism harder. Lore skills can also be used to identify a specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).