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Open4E: Core Mechanic
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==Difficulty== Some tasks are easier to perform than others. In general, the base DC of a task will be one of five numbers. * Trivial tasks have a DC of 5. These are actions that, in general, the DM should just declare that you succeed at rather than having you roll at all. A DM might require a roll on a trivial task in extraordinary circumstances. * Easy tasks have a DC of 10. These are actions that an average, untrained person is expected to have an even chance of accomplishing successfully. Examples: walking eight hours along a paved road without rest, assembling a puzzle, applying bandages to a wound, remembering the name of the capital city of a neighboring province. * Average tasks have a DC of 15. These are actions that the average person can pull off with some luck, and which a competently trained person is expected to have an even chance of accomplishing. Examples: walking eight hours through a hilly woodland without rest, assembling a model ship, sewing up a wound, remembering the name of the capital city of every province in your country. If no task difficulty is specified, assume that the task has an average DC. * Hard tasks have a DC of 20. These actions require a good amount of expertise, training, and natural ability to pull off well, and are only accomplishable through extraordinary luck otherwise. Examples: carving a path through a densely overgrown jungle for eight hours without rest, assembling a clockwork pocketwatch, digging a barbed arrowhead out of a wound without causing more damage, remembering the name of every capital city of every country in the world. * Legendary tasks have a DC of 25. These are tasks that a normal person might accomplish once in a lifetime, and which are noteworthy even for heroes. Examples: assembling a working clockwork model of the solar system, performing open-heart surgery without the aid of magic or modern medicine, remembering the name of every city in your country with a population of 50 or more. * Impossible tasks have a DC of 30 or higher. These tasks seem utterly impossible to perform, but the truly gifted might pull them off once in a lifetime. Examples: assembling a thinking, feeling clockwork man, reviving the dead, remembering the name of every city the world and a specific historical fact about each of them.
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