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
- Extra Time for bonuses
- Haste for penalties using less time
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[]
- 2006 query thread
- Kromm: We don't use "TDM" to mean anything in GURPS, although some people might use that abbreviation.
- 2007 without explanation
See also[]
References[]
- ↑ Action 2: Exploits pg. 4-5
- ↑ B345
- ↑ Thaumatology: Urban Magics pg 30