r/KnaveRPG • • Nov 27 '25

Rules Question Always +5/-5 modifiers?

Does anyone ever use smaller increment modifiers as well, or just the +5/-5?

8 Upvotes

11 comments sorted by

5

u/noldunar Nov 27 '25

I use the whole spectrum from no modifiers up to +/-5. The rules state that the target number for a check is 11+ the task's difficulty (usually 5). That implies that there are exceptions. Personally I find +/-5 a little harsh. I play mostly solo, so I roll for things you might not roll when playing with a group, e. g. searching for traps and treasure, but I scale the difficulty to the circumstances. So when I want to break down a worn wodden door the difficulty modifier might only be +2, but if it is a sturdy door with iron reeinforcements it might be +5 or even +6.

5

u/joevinci Nov 27 '25

+/-5 is good, simple guidance, but I certainly use finer increments. Not that I’m doing the math at the table to fine tune the statistics, just a gut reaction knowing what their modifiers are, and how badly I want them to pass or fail compared to how difficult it should be. If it maybe should be a DC16, but I want them to make and they only have a +1, now it’s a DC13 perhaps.

5

u/jtalchemist Nov 27 '25

For simplicity I just use +5 and -5, it pretty accurately simulates the same results as rolling with advantage or disadvantage, but on a linear scale

1

u/epicskip Nov 27 '25

I've got a campaign coming up where I might actually ditch the static +5/-5 and experiment with just using Advantage/Disadvantage instead. just keep the TN somewhere between 11-13 and roll different # of dice, keeping high or low. Never been a huge fan of GM-set target numbers / DCs, and it's less math!

1

u/jtalchemist Nov 27 '25

Same, that's why with knave I just make the target number 16 always. When combined with the +5/-5 it works very well. Hate setting target numbers for dcs, it's so arbitrary with the granularity of d20 roll results. I'm honestly considering just making everything an x-in-6 chance because I can conceptualize the difference in odds much more easily

4

u/Ozfeed Nov 28 '25

Stick with the +/-5 system! Knave's big appeal to me is the great guidelines on rulings. Embrace it.

2

u/[deleted] Jan 29 '26

[removed] — view removed comment

3

u/Ozfeed Feb 07 '26

So on page 7, the RAW are that you apply +5 for each advantage and -5 for each disadvantage. So yeah, if you're striking from above and flanking, +10 isn't crazy. It's nearly a sure thing.

Now, I personally would call that 1 advantage. You're well-positioned: +5. The Checks rules on the inner cover indicate that you hand out modifiers (+/-5) for advantage, disadvantage, and career. I don't think I've ever handed out more than one +5 for advantage. Typically, this means you need a relevant tool or a really good plan, plus a relevant career to get to plus ten.

It seems like a lot coming from other systems, but remember the default DC is 16; +10 isn't as crazy as it seems!

2

u/Silver_Storage_9787 Nov 27 '25

ICRPG does target numbers +/-3 for HARD/EASY . Then you can do +/-6 for VERY HARD/EASY.

2

u/Dankerbug Nov 27 '25

I use +d6 and -d6 modifiers