How difficult is it to deactivate a magical lock? Many games will ask for a roll versus some difficulty assigned by the gamemaster, but how do you assign a difficulty for some task that doesn’t exist in real life?
In real life, we cannot know how difficult or easy it is to pick a witch-lock, or for a Tiger-Man to do a triple somersault, or for a Space Ninja to blend in with the atmosphere of an urban environment. Maybe it’s hard, maybe it’s easy. But we really cannot tell.
Over the Edge provides a pre-designed list of difficulties (called Levels) for the GM to use, and is fully functional, but sometimes a GM may want to deviate and improvise a little, or players decide to go and investigate that other building that the GM has nothing prepared for.
What is the difficulty of the task? To find out, just roll a d6 and compare the result to the table below:
 Two levels below the party’s highest level
 One leve below the party’s highest level
[3, 4] Same level as the party’s highest level
 One level above the party’s highest level
 Two levels above the party’s highest level
Most characters begin the game at level 3, which is the standard. But if for some strange reason the highest level in the party is 1, remember that the lowest difficulty-level is 0.
If you want a more exact result for level-1 characters, simply roll 1d4-1, and the result is the difficulty. This roll gives a range of results from 0 to 3.
If you’re the kind of GM who breaks the rules and allows players higher levels (like 6 or 7), remember that 7 is the highest possible difficulty. To interpret the result of the roll, extrapolate what I said about the lowest level.