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.
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.
The same dice system governs three major types of rolls in SWURPG:
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 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 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.
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:
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.
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.
In SWURPG, the rules for Advantage and Disadvantage follow the streamlined mechanics of D&D 5E, adapted for the Star Wars setting.
Not every roll is against a fixed DC. Sometimes, you roll against another creature’s effort.
In an opposed check, both sides roll and compare totals. Highest roll wins, ties usually favor the defender or maintain the current state.
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.
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.
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.
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.
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.
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.