Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Dice System & Difficulty Class

    In SWURPG, most challenges — from slicing into a locked databank to dodging a Sith’s Force strike — are resolved with one iconic tool: the twenty-sided die (d20).

    Whenever success is uncertain, you roll a d20, add your bonuses, and compare the result to a target number called the Difficulty Class (DC). This simple core loop powers attacks, saving throws, skill checks, and many Force powers.

    The Core Dice Mechanic: d20 + Modifiers vs DC

    Any time the outcome of an action is uncertain and failure would matter, you usually follow this procedure:

    If your total equals or exceeds the DC, you succeed. If it falls short, you fail — or the GM may allow a partial success with complications to keep the story moving.

    Example: Slicing an Imperial Databank
    Ari Daxx attempts to slice a secure Imperial terminal using Use Computer.

    • GM sets DC 17 (Hard, high-security system).
    • Ari has Intelligence +3 and is proficient in Use Computer (+2 PB), for a +5 total bonus.
    Ari’s player rolls 1d20 and gets a 12.

    Total: 12 (roll) + 5 (modifiers) = 17 — exactly the DC.
    Ari cracks the terminal, but the GM might add a twist: the slice succeeds, but triggers a silent alarm elsewhere in the facility.

    Attacks, Saving Throws & Skill Checks

    The same dice system governs three major types of rolls in SWURPG:

    Attack Rolls

    When you attempt to hit an enemy with a blaster, vibroblade, or Force-infused strike, you make an attack roll:

    d20 + Ability Modifier + Proficiency Bonus + other bonuses

    You compare the result to the target’s Armor Class (AC). If your total meets or beats their AC, the attack hits and you roll damage.

    Saving Throws

    Saving throws represent your ability to resist harmful effects — explosions, toxins, Force assaults, and more. A saving throw uses:

    d20 + relevant Ability Modifier + Proficiency Bonus (if proficient) + bonuses

    The GM or effect sets the DC. If the save succeeds, you usually take reduced or no effect; on a failure, you take full damage or suffer the condition.

    Skill Checks

    Skill checks cover everything else: sneaking through a hangar, piloting a starfighter in an asteroid field, negotiating with a Hutt, or patching up a wounded ally. Each skill is linked to an ability.

    d20 + linked Ability Modifier + Proficiency Bonus (if proficient) + situational modifiers

    If your total meets or beats the DC, you succeed. If not, you fail — or succeed with a cost, at GM discretion.

    Setting the Difficulty (DC)

    The GM sets the Difficulty Class (DC) based on how challenging the task is in the current situation. Use these numbers as a flexible guideline:

    Typical DC Benchmarks
    • Very Easy (DC 5): Not much risk; almost anyone can do it.
    • Easy (DC 10): Basic training or a bit of luck required.
    • Moderate (DC 15): Standard challenge for trained heroes.
    • Hard (DC 20): Serious challenge even for specialists.
    • Very Hard (DC 25): Exceptional feats under pressure.
    • Nearly Impossible (DC 30+): Legendary actions, rare success.

    Examples in Play:

    Environmental conditions, gear, teamwork, and prior preparation can raise or lower the DC, or instead grant Advantage/Disadvantage or bonus/penalty to the roll.

    Natural 20s & Natural 1s

    For skill checks and saving throws, a natural 20 or 1 does not automatically override the DC, but many GMs treat them as especially strong success or failure:

    Use nat 20s and nat 1s to drive cinematic moments and memorable outcomes, not just math.

    Advantage & Disadvantage

    In SWURPG, the rules for Advantage and Disadvantage follow the streamlined mechanics of D&D 5E, adapted for the Star Wars setting.

    🎲 Advantage and Disadvantage
    • Advantage: Roll two d20s and use the higher result.
    • Disadvantage: Roll two d20s and use the lower result.

    When Do You Have Advantage?

    When Do You Have Disadvantage?

    Stacking Rules

    Example: Advantage in a Blaster Duel
    A Rodian Marksman is hidden on a catwalk, aiming at a patrol of Stormtroopers below.

    • He has Advantage for attacking from hiding.
    • He also has a weapon mod that grants Advantage on the first shot each encounter.
    Even though there are two sources of Advantage, he still rolls only 2d20 and takes the higher result. If the troopers somehow imposed Disadvantage (for example, by generating a smoke screen), the Advantage and Disadvantage would cancel out to a normal single d20 roll.

    Opposed Checks & Group Checks

    Not every roll is against a fixed DC. Sometimes, you roll against another creature’s effort.

    Opposed Checks

    In an opposed check, both sides roll and compare totals. Highest roll wins, ties usually favor the defender or maintain the current state.

    Common Opposed Checks:
    • Stealth vs Perception: Sneaking past guards.
    • Deception vs Insight: Lying to an Imperial officer.
    • Athletics vs Athletics/Acrobatics: Grappling, shoving, or wrestling over an object.

    Group Checks

    For group tasks (sneaking as a whole squad, climbing together, etc.), the GM can call for a group check:

    Group checks keep the party moving together without punishing everyone for a single low roll.

    Example Rolls in Play

    Example 1: Persuasion Check
    A Diplomat is trying to convince a Hutt crime lord to delay payment on a hefty debt.

    • GM sets DC 18 (Hard negotiation with a powerful NPC).
    • The Diplomat has Charisma +4 and Proficiency in Persuasion (+2) = +6 total.
    The player rolls 1d20 and gets a 13.

    Total: 13 + 6 = 19 → success.
    The Hutt agrees to a short delay, but adds a new condition: “Deliver a favor” on Nar Shaddaa in return.
    Example 2: Dexterity Saving Throw
    A thermal detonator lands in the middle of the squad. The explosion forces a Dexterity saving throw.

    • GM sets DC 15.
    • Orrin Daal has Dexterity +2 and is proficient in Dexterity saves (+2 PB) for +4 total.
    Orrin rolls a 9 on the d20.

    Total: 9 + 4 = 13 → failure.
    Orrin takes full damage from the blast, while another ally who rolled 16 or higher takes half damage on a success.

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    Dice System – Frequently Asked Questions

    How do I make a skill check in SWURPG?

    Roll 1d20, add the relevant Ability Modifier, add your Proficiency Bonus if you are proficient in the skill, then add any situational bonuses or penalties. If the total equals or beats the DC set by the GM, you succeed.

    What is a Difficulty Class (DC)?

    The DC is the target number you must meet or beat with your roll and modifiers. Easy tasks might be DC 10, moderate tasks DC 15, hard tasks DC 20, and very hard tasks DC 25 or higher.

    Do I always roll for everything?

    No. If an action is trivial or success is guaranteed, the GM can simply narrate success. Dice are reserved for moments of real uncertainty, risk, or drama.

    How do Advantage and Disadvantage interact with other modifiers?

    Advantage and Disadvantage only affect how many d20s you roll and which one you keep. You still add the same Ability Modifier, Proficiency Bonus, and other bonuses or penalties to the final result.

    Can a natural 20 automatically succeed at anything?

    On attack rolls, a natural 20 is always a hit. On skill checks and saving throws, natural 20s are not guaranteed auto-success for impossible tasks, but many GMs treat them as especially strong successes within the bounds of what’s realistically achievable in the scene.

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