Target Numbers Explained
In the Perilous Adventures Warbands Guide (PAWG) system, the Difficulty number for an attack represents the challenge posed by the target’s defenses, environmental conditions, and situational factors, which is subtracted from the attacker's base target number (Attribute + Skill) to determine the final number they must roll under on a d100. The Difficulty isn’t a fixed value for foes but a GM-assigned modifier that adjusts based on context. Below, I’ll list all the Difficulty numbers explicitly mentioned or implied in the latest rules, drawn from the "Quick Reference: Combat Modifiers" page and other relevant sections (e.g., foes, spells, combat examples). These reflect the current rules, including finesse-based Melee Weapons and the core mechanics for attacking in combat.
Base Difficulty (Foe Defense)
- Basic Defense: Typically 20—Represents a standard foe’s ability to avoid or resist an attack (e.g., Rookie Town Guard’s inherent dodge or toughness).
- Implied in combat examples (e.g., Torren vs. Rookie Guard: Melee Weapons 100 - 20 = 80 target).
- GM adjusts based on foe’s stats—e.g., Veteran Guard might be 30 due to higher Endurance or armor.
Combat Modifier Difficulties (Attack Roll Adjustments)
These modifiers increase the Difficulty, making the roll harder by reducing the target number.
Cover
- Light Cover: +10 Difficulty—Bushes, fog, or partial obstruction (e.g., 100 - 20 - 10 = 70 target).
- Half Cover: +20 Difficulty—Low wall, half body hidden (e.g., Veyra vs. Bounty Hunter: 100 - 20 - 20 = 60).
- Three-Quarters Cover: +30 Difficulty—Slit, barricade, most body shielded (e.g., 100 - 20 - 30 = 50).
- Full Cover: Cannot Target—Wall or door blocks line of sight (Difficulty effectively infinite unless bypassed, e.g., area spells).
Concealment
- Dim Light: +20 Difficulty—Twilight, shadows impair vision (e.g., Lira vs. Bandit: 100 - 20 - 20 = 60).
- Darkness: +40 Difficulty—No light, blind without special senses (e.g., 100 - 20 - 40 = 40).
- Mist/Fog (Light): +10 Difficulty—Slight visual haze (e.g., 100 - 20 - 10 = 70).
- Heavy Fog: +30 Difficulty—Thick fog obscures sight (e.g., 100 - 20 - 30 = 50).
- Camouflage: +20 Difficulty—Target blends with environment (e.g., 100 - 20 - 20 = 60).
Environmental Effects
- Strong Wind (Ranged Only): +20 Difficulty—Arrows veer in gusts (e.g., Veyra’s Ranged Weapons 100 - 20 - 20 = 60).
Situational Modifiers (Negative to Attacker)
- Prone Target (Ranged): +20 Difficulty—Harder to hit a downed foe at range (e.g., 100 - 20 - 20 = 60).
- Blinded Attacker: +40 Difficulty—Sight lost, aim falters (e.g., 100 - 20 - 40 = 40).
Situational Modifiers (Reducing Difficulty)
These decrease the Difficulty (or effectively increase the target number), making the roll easier.
- Unaware Target: -20 Difficulty (+20 to attack)—Surprise strike via Stealth vs. Perception (e.g., Lira vs. Bandit: 100 - 20 + 20 = 100).
- Flanking: -10 Difficulty (+10 to attack)—Ally within 5 ft pressures target (e.g., Torren with Veyra: 100 - 20 + 10 = 90).
- Aiming (Ranged): -20 Difficulty (+20 to attack)—Spend Standard Action to steady (e.g., Veyra: 100 - 20 + 20 = 100).
- High Ground: -10 Difficulty (+10 to attack)—Attacker above target (e.g., 100 - 20 + 10 = 90).
- Prone Target (Melee): -20 Difficulty (+20 to attack)—Easier to hit downed foe up close (e.g., 100 - 20 + 20 = 100).
Spellcasting Difficulty
Spells have their own base Difficulty (set by the spell), modified by situational factors:
- Fire Bolt: Base Difficulty 40—Eryn’s 100 - 40 = 60 target.
- Healing Touch: Base Difficulty 50—Kael’s 100 - 50 = 50 target.
- Charm (Rakshasa): Base Difficulty 50—100 - 50 = 50 target.
- Modifiers:
- Verbal/Somatic Blocked: +20 Difficulty (e.g., Fire Bolt: 40 + 20 = 60, target 40).
- Concentration Broken (hit since last turn): +20 Difficulty (e.g., Healing Touch: 50 + 20 = 70, target 30).
- Beyond Range: +10 Difficulty per 10 ft (e.g., Fire Bolt 60 ft + 10 ft = 50, target 50).
- Environmental (e.g., dim): +20 Difficulty (e.g., Fire Bolt: 40 + 20 = 60, target 40).
Foe-Specific Traits (Difficulty Adjustments)
Some foes’ traits modify Difficulty:
- Blur (Rakshasa Illusionist): +20 Difficulty to hit—Target obscured (e.g., 100 - 20 - 20 = 60).
- Shadow Veil (Rakshasa Illusionist): First attack unseen +20—Stealth boost (e.g., foe’s 80 + 20 - 20 = 80).
- Water Surge (Tarasque Spawn): First attack in water +20—Surge strike (e.g., 70 + 20 - 20 = 70).
GM-Assigned Difficulty (Base Defense)
- Rookie Guard: 20—Basic dodge/toughness (100 - 20 = 80).
- Veteran Guard: 30—Skilled defense (100 - 30 = 70).
- Bounty Hunter: 20-30—Agile foe (100 - 20 = 80 or 70).
- Sunforged Paladin: 30-40—Armored zealot (100 - 30 = 70 or 60).
- Sand Wyrm: 40—Burrowing bulk (100 - 40 = 60).
- Epic Threats (e.g., Solar Wyrm): 50+—Titanic might (100 - 50 = 50).
Combined Examples (Conceptual, Not Specific Rolls)
- Torren vs. Veteran Guard in dim light behind half cover:
- Base Difficulty 30 + 20 (dim) + 20 (cover) = 70—Target = 100 - 70 = 30.
- Lira vs. Sand Wyrm in darkness, unaware:
- Base Difficulty 40 + 40 (dark) - 20 (unaware) = 60—Target = 100 - 60 = 40.
- Veyra vs. Bounty Hunter aiming from high ground in wind:
- Base Difficulty 20 + 20 (wind) - 20 (aim) - 10 (high) = 10—Target = 100 - 10 = 90.
Summary of Difficulty Numbers
- Base Defense: 20 (Rookie) to 50+ (Epic).
- Cover: +10, +20, +30, N/A (full).
- Concealment: +10 (light fog), +20 (dim/camo), +30 (heavy fog), +40 (dark).
- Environmental: +20 (wind, slippery—Athletics).
- Situational (Attacker): +20 (prone ranged, unaware bonus), +40 (blind), -10 (flank/high), -20 (aim/prone melee).
- Spells: 40-50 base, +20 (verbal/somatic/concentration), +10/10 ft (range).
- Foe Traits: +20 (special boosts—e.g., Blur, Surge).
These Difficulties stack as needed—e.g., a Hydra in dim light (+20) behind half cover (+20) = 60 total—rolled against Attribute + Skill. GM discretion adjusts base foe defense—check foes’ stat blocks for hints! Need more specifics—foe examples or spell breakdowns? Let me know!