Splatbook*

Adjusting difficulty

In many RPGs, the GM routinely applies bonuses or penalties to player rolls to reflect the difficulty or ease of their tasks. In Stonetop, you can apply advantage or disadvantage "on the fly" to do the same thing, but do so sparingly—it undercuts the impact of moves, arcana, and debilities that specifically grant advantage or disadvantage.

If a character's action seems particularly easy or difficult, consider these instead of advantage or disadvantage:

Are they even triggering a move? Can you just say that they do it, or know it, or figure it out? "No, don't Clash, just deal damage." Or, can you just say "no" and tell them the requirements for making it work? "You can't make that jump with all your gear, you'll need to drop down to a light load first."

Can you adjust the risks? If they have a strong position, make it clear that the risks are less. "Suffering his attack just means that he'll get inside your guard." If they're in a desperate position, tell them just how bad it could get. "On a 7-9, you'll have one last chance to catch the ledge, but on a 6- you're rolling Death's Door."

Can you adjust the scope? If things are easy for the PC, let a single roll accomplish more, or reveal more, etc. If things are hard, break the action down into smaller moves, each of which can only accomplish part of their goal.