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Test Difficulty


The Director decides how difficult a task that requires a test is: easy, medium, or hard. If a task seems as though it's easier than easy, then no test is necessary. The hero simply accomplishes the task. If the task seems harder than hard, then the Director is free to decide that it's impossible to complete with a test.

On a test-by-test basis, the Director can share the difficulty of a task before the player makes the test, which makes interpreting the outcome faster at the table. The Director can also keep a test's difficulty secret until after the player rolls the test, for dramatic effect.

The Test Difficulty Outcomes table shows all the possible outcomes of the different difficulties of tests. The Director will keep this information handy so as to be able to compare the different difficulties and their outcomes during play.

Test Difficulty Outcomes Table

Power Roll Easy Test Outcomes Medium Test Outcomes Hard Test Outcomes
≤11 Success with a consequence Failure Failure with a consequence
12-16 Success Success with a consequence Failure
17+ Success with a reward Success Success
Natural 19 or 20 Success with a reward Success with a reward Success with a reward

Whenever the rules talk about obtaining a success on a test, that includes a straight success, a success with a consequence, or a success with a reward. Whenever the rules talk about a failure on a test, that includes a straight failure or a failure with a consequence.

Whenever you make a test whose outcome you don't like, you can spend a hero token to reroll the test. You must use the new roll.

Easy Tests

An easy test has some risk of consequence, but most heroes will likely overcome it. The power roll you make for an easy test determines the outcome (see Test Outcomes below):

  • ≤11: You succeed on the task and incur a consequence.
  • 12-16: You succeed on the task.
  • 17+: You succeed on the task with a reward.

Medium Tests

A medium test has some risk of failure that most heroes will likely overcome—but with a cost. The power roll you make for a medium test determines the outcome:

  • ≤11: You fail the task.
  • 12-16: You succeed on the task and incur a consequence.
  • 17+: You succeed on the task.

Hard Tests

A hard test has a greater risk of failure, and most heroes are likely to suffer some hardship while trying to overcome the intended task. The power roll you make for a hard test determines the outcome:

  • ≤11: You fail the task and incur a consequence.
  • 12-16: You fail the task.
  • 17+: You succeed on the task.

Natural 19 or 20: Success With a Reward

Whenever you get a natural 19 or 20 on the power roll for a test—a total of 19 or 20 before adding your characteristic score or other modifiers you score a critical success. This critical success automatically lets you succeed on the task with a reward, even if the test has a medium or hard difficulty.

Source: Draw Steel: Heroes · printing 1.01b