WWN Game Tables
About 3 min
Simple DC
Rank | DC | Difficulty | Adjustment |
---|---|---|---|
Untrained | 6 | Challeging | |
Trained | 8 | Hard | |
Expert | 10 | Very Hard | |
Master | 12 | Incredibly Hard | |
Legendary | 14 | Near Impossible |
DC By Level
Level | DC | Spell lvl | Spell DC |
---|---|---|---|
0 | 14 | 0 | 7 |
1 | 14 | 1 | 7 |
2 | 14 | ||
3 | 15 | 2 | 8 |
4 | 15 | ||
5 | 15 | 3 | 8 |
6 | 16 | ||
7 | 16 | 4 | 9 |
8 | 16 | ||
9 | 17 | 5 | 10 |
10 | 17 | 6 | 11 |
If the spell is uncommon or rare, its difficulty should be adjusted accordingly
Diplomacy
Checks
TASK | DC | TIME | SKILL |
---|---|---|---|
Convince of something | 8* | 1 minute*** | Diplomacy, Deception |
Make An Impression | Will DC | 1 minute | Diplomacy, Deception, Intimidation (temporary makes Friendly; attitude shifts to unfriendly or lower after that) |
Overcome Intransigence | Morale* | 1 minute*** | Diplomacy, Intimidation (but attitude shifts 1 step lower), Performance |
Request**** | 8** | 1 action | Diplomacy, Intimidation (attitude shifts to unfriendly or lower after that) |
*Modified by relationship.
**Modified by relationship and risk vs. reward.
***Quick Diplomacy. You can make a check as a standard action by accepting a -5 penalty to the check.
****Cons. In order to pull a con a character simply makes a Bluff check to convince the target that a deal is better than it actually is. It takes 1 minute.
Modifiers
DC | ATTITUDE (Example) | RISK VS. REWARD JUDGMENT (Example) |
---|---|---|
-4 | Helpful: (Intimate; someone with whom you have an implicit trust; a lover or spouse) | Fantastic: (The reward for accepting the deal is very worthwhile; the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for information that isn't important to the character.) |
-3 | Friendly: (someone with whom you have a regularly positive personal relationship; a long-time buddy or sibling) | Good: (The reward is good and the risk is minimal. The subject is very likely to proift from the deal. Example: An offer to pay someone twice their normal daily wage to spend their evening in a seedy tavern with a reputation for vicious brawls and later report on everyone they saw there.) |
-2 | Ally: (someone on the same team, but with whom you have no personal relationship; a cleric of the same religion or a knight serving the same king) | Favorable: (The reward is appealing, but there's risk involved. If all goes according to plan, though, the deal will end up benefiting the subject. Example: A request for a mercenary to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items.) |
-1 | Acquaintance — Positive: (someone you've met several times with no particularly negative experiences; the blacksmith that buys your looted equipment regularly) | |
0 | Indifferent: (Doesn't care about you either way. Most NPCs start out indifferent.) | Even: (The reward and risk more of less even out; or the deal involves neither reward nor risk. Example: A request for directions to a place that isn't a secret.) |
+1 | Unfriendly: (someone you've met several times with no particularly positive experience; the town guard that has arrested you for drunkenness once or twice) | |
+2 | Hostile: (someone on an opposed team with whom you have no personal relationship; a cleric of an opposed religion or the orc bandit robbing you) | Unfavorable: (The reward is not enough compared to the risk involved. Even if all goes according to plan, chances are it will end badly for the subject. Example: A request to free a prisoner the target is guarding for a small amount of money.) |
+3 | Personal Foe: (someone with whom you have a regularly antagonistic personal relationship; an evil overlord you're trying to thwart or a bounty hunter sworn to track you down) | Bad: (The reward is poor and the risk is high. The subject is very likely to get the raw end of the deal. Example: A request for a mercenary to aid the party in battle against an ancient red dragon for a small cut of any non-magical treasure.) |
+4 | Nemesis: (someone who has sworn to do you, personally, harm; the brother of a man you murdered in cold blood) | Horrible: (There is no conceivable way that the proposed plan could end up with the subject ahead or the worst-case scenario is guaranteed to occur. Example: An offer to trade a rusty kitchen knife for a shiny new longsword.) |
Doors and Walls
Type | Force Open DC | Climb DC |
---|---|---|
Wooden Door or Window | 8 (+1 if Hard) | 10 (15 Reinforced) |
Wooden Slats Wall | — | 8 |
Wooden Portcullis | 10 (Lift) | 8 |
Stone Door or Window | 10 (+1 if Hard) | 12 |
Crumbling Masonry Wall | — | 8 |
Masonry Wall | — | 10 |
Hewn Stone | — | 12 |
Iron Door or Window | 12 | 12 |
Iron Wall | — | 14 |
Iron Portcullis | 12 (lift or Bend Bars) | 6 |