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Task Difficulty Modifier (commonly called TDM) is based on B345 "Task Difficulty" listing "difficulty modifiers". It combines both phrases and serves as a modifier to a skill.

Basic Action Difficulty (BAD) is a more generalized version which covers "all aspects of a particular phase of the adventure" related to enemy planning, security systems, and social connections. BAD should not be applied to combat or chases.[1]

Task Difficulty Modifiers[]

Classification Description modifier DC Equivalent
Automatic Tasks so trivial that waiving the success roll is an option +10 0 Very Easy
Trivial Situations where failure is extremely unlikely, and would require incredibly bad luck. +8 or +9
Very Easy Tasks where failure is possible, but would require bad luck +7 or +6
Easy Most mundane tasks, including rolls made by ordinary people at day-to-day jobs +4 or +5 5 Easy
Very Favorable Mildly risky tasks that most people would undertake without hesitation +3 or +2
Favorable Tasks that most people would hesitate at, due to the risk, but that a career adventurer would regard as easy. +1
Average Most adventuring tasks, and the majority of skill use under stress no modifier 10 Average
Unfavorable Stressful tasks that would challenge a novice adventurer, but not an old hand -1
Very Unfavorable Stressful tasks that would challenge a professional -2 or -3 15 Tough
Hard Tasks so challenging that even an expert will look for alternatives -4 or -5 20 Challenging
Very Hard Situations that even the masters might have second thoughts about -6 or -7 25 Formidable
Dangerous Tasks at which even the greatest masters expect to fail -8 or -9 30 Heroic
Impossible No sane person would attempt such a task -10 40 Nearly impossible

Modifiers[]

  • Equipment[2]
    • No equipment: -10 for TL skills, -5 otherwise
    • Improvised equipment: -5 for TL skills, -2 otherwise
    • Basic equipment: ±0
      • Basic and above: Missing important tools (-1 per tool); Damaged equipment (-1 to -3)
    • Good-quality equipment (5x basic price): +1
    • Fine-quality equipment (20x basic price): +2
    • Best equipment possible at relevant TL: +TL/2, round down (minimum +2)
  • Time Spent

Ordinary Working Professionals[]

"The standard rules are designed for adventurers, not for ordinary working professionals. Professionals make one job roll a month. On a critical failure, something bad happens, with harmful consequences – but not usually as bad as a critical failure during an adventure. (...) With one roll a month, a mage with effective skill 15 or less goes 54 months between mishaps, on the average; one with effective skill 16 or better could go 216 months (or 18 years)."[3]

This explains why worlds with common spell casting aren't devastated demon infested nightmarish Hell Worlds.

Threads[]

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References[]

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