Setting DV and Negative modifiers is an art form

INTRODUCTION

"Effective setting of DVs and the use of penalties by GMs ... With some examples of tasks involving different Skills at different DVs. How and when to use penalties. How to think creatively about penalties. That sort of thing." J.Gray


That's certainly not an easy task for me here. I might have to change this post with your comments, that's not an issue, I did it in other posts. I'm certainly not omniscient, most members of this community started playing and GMing CPR long before me. They have more experience. And this topic requires it.


In D&D, I feel setting DV and penalty is a science. In CPR I learnt, it is more an art form than science, as it's a gritty world, with John Wick combat, in order to roleplay some very personal stories.

< Disclaimer : I'm going to assume you are playing it fair/challenging. Meaning it's about open dice throw and open DV. You are not fudging your Dice roll or the DVs. That's a technique, tell them to roll dice and decide after the roll what was the DV. It works fine at some table, I don't have any issue with this style of GMing. But some people enjoy the challenge as much as the story, they need open DV and open roll. GMs can have some difficulties to set those open DV or the penalties to check, that's what this post is about. >

RULES

Difficulty Values

Negative Modifier Examples

Mod value - 1

Mod value -2

Mod value -4

Postive Modifiers

They generally come from gear, cyberware, Role Abilities, or drugs

ANALYSIS

Definition for this post : 

DV Scale vs Base Skill

Base 10 in a skill allows you to perform all the basic stuff. (in theory)

Base 14 means you are a pro.

Base 18 you are a world expert.

Don't forget that some skill can reach awesome level with very high positive modifier. Example : Perception. +2 Image enhance or +2 Hearing enhance, Combat Awareness (Threat Detection) up to +10, Boost +2. For at least a +14 positive modifier. What's easy for a Solo to spot, may be incredibly hard for another Role. 

And you have Luck... that's a potentiel +8 positive modifier (even more with No place like Home).

A GM should know how high a PC can get in any skill. And you have dedicated post for that : 

Skill Positive modifiers  - by u/Infernox-Ratchet (Hi choomba !)

Setting DV

In theory, setting a DV involves determining the difficulty of a task in absolute terms. We have a benchmark scale to help us. I will not give you a recipe to follow, because setting DV is also part of your GMing style. But I will give you some food for though. Remenber that setting DV in CPR is not a science, it's an art.

Type of checks

Planned check or Improvised check. Improvising a check and setting a DV on the spot can be a difficult task and it's easy to mess up because of the time pressure. On the other hand if your screamsheet is well made, you have multiple path to reach the end of the story, and you did plan different investigation checks in order to give the relevant information to your players. So, if they choose another path, which they always do, you have your backup plan for them in case you badly setup the DVs for this improvise path they are taking.

Number of PCs rolling the same check

Library search, Perception, Conceal/Reveal, etc... every PCs can roll at the same time. The more PCs you have, the more chance of a 10+ they have.  I'm not telling you to set insane DV here. Just don't forget that the greater the number, the greater the likelihood of success. Some games ask for a leader to do the roll with bonus provided by other. It's only 1 check for the group, the other check are just for complementary bonuses.

Criteria

Consequence of failure for the story/character

So what ?

You should planned your checks and their DV with all these criteria in mind. The idea is to challenge them if they aren't playing their strength. If you really want them to reach the end of the Screamsheet you need multiple paths and clues they will uncover via multiple Skills. That allows them to fail one check without failing the job. Which allows you to set one DV very high even if they are playing their strength, Luck is here for that, and they can always roll a 9+. That will lead to great RP moment.

The improvised DV are more difficult to set, because you lack time, you are under pressure. Think about consequences first, then the other criteria.

Negative modifier

be careful, it's streamlined for a reason, a part of it probably to avoid modifiers calculation.

E.g : The target is moving very fast -2, there is a lot of wind -1, the light is very low -1, you have a peeble in your shoes -1, your girlfriend is cheating on you and it's bothering you enough to mess up your focus -2, etc...

That's not the intend (at least I think it's not).

In CPR, I think a negative modifier should be a one time ruling for a specific situation. It's not a new rules you gonna apply each time the situation is kinda related. I use it for dramatic purpose or to emphasized they are not prepared enough (not having the right tools is one I love the most).

edit from J.Gray comment: "I do encourage GMs to make extensive use of penalties as makes sense. The trick is only apply one GM penalty to a Check (on top of any penalties based on rules such as being Severely Wounded) and to be fair and consistent about it. If you decide dodging, after three dodges in a single round the fourth+ dodge is a Complex task and subject to a -2 modifier, make sure that is true next session as well. Penalties aren’t just environmental but help a GM enforce the style of play they want at their table. Want more heroic, less gritty play? Don’t lean hard on the penalties. Want more gritty, “realistic” play? Make use of them to modify the rules in that direction.

Importantly, do not take the listed penalties from the core rulebook as gospel. Take “doesn’t have the right tools.” If the Character has a decent tool but not the right tools (say, a tech tool instead of a full tool kit) downgrade the penalty to -1 because the decent tool is better than nothing. Meanwhile, a tool is best defined as “something you need for the job” and not literally a “a tool for repairing things.” In a social situation? Your clothing is a tool. Wear leisurewear to a cocktail party and chances are you’ll be taking a -2 to your social checks."

PLANNED DV

Telling people is fine, showing is better. 

Let's fabricate a short screamsheet. (I will NOT go into details/ description. I will focus on Check, DV and Negative modifiers)

The Team

They are new characters (no IP, no Money). The screamsheet gonna be tailored to use their strengths. They are clever players, they didn't build a Cover Ops team to go front door guns blazing. Bad decisions or bad rolls may lead to combat. They can afford it. Still it's not where they shine.

The community where they live : "the Ring"

The Job

The Disassemblers , a small gang from the Old Japantown (outside the Ring) is trying to expand his territory inside the Ring. The BF aren't gonna let that happen. A bloody war is coming. Jacky, the Fixer, is tasked by Telchar to find a crew to deal with that issue before it explode.

Jacky wants the PCs to stop the incoming war without talking to Fenrir, the BF's leader. He is very territorial and not willing to back down a bit. This approach already failed. Now it's time to solve this issue on the other side of the coins : The Disassemblers. Whatever method they choose, Fenrir mustn't suspect any involvement of any kind. He is adamant about this restriction. They also have a short amount of time to solve everything one or two days ... at most.

Fixer's Intel :

 Phase 0 - Analysis

Obvisouly killing the head of the Dissassemblers should do the trick. But your players shouldn't make such a bold move without more intelligence.

Deduction DV13

Phase 1 - Passive Intel

They don't have a lot of time, so I asked them to choose Library search or Streewise both of them will take hours. And they can roll Local expert as it's only a check to define what they already know.

If they don't have Local Expert (Old Japantown), they can roll with a Negative Modifier: -4 "knowledge can't popup from nowhere directly into your brain, either you know or you don't". Still, it's close to them, and they might have heard something, that's kinda a luck check with such a Negative Modifier when you don't have the skill.

Of course non of the players have local Expert (Old Japantown) because it's a "waste of IP/creation point". Well, I disagree, Local Expert 3 + INT 8 + Apps (Ziggurat City Database) 1 = 12 that's enough here to get good Intel (Difficult DV15) on a 6+ (50% chance). And if they need it... Boost can add +2.

There is very low probability for 3 PCs to fail (6 check in total). Consequence in case of failure ? None, because all these informations can be learned during the Active Intel phase.

The idea behind it is also to promote Local Expert to the players. It works well IF they are settled in a specific area.

Phase 2 - Active Intel

It's up to the players, there are multiple ways to get more Intel.


Surveillance of the Dissemblers building

If they choose an abandoned building nearby : Stealth check will set the DV of the gangers Perception check. Negative modifier applied to Perception  : -2 as it's a complex task to spot a stealth expert in a far away building while not being very vigilant (ganger are NOT professional sentinel).

If they choose to impersonate a combat zoner passing by and/or tripping under drugs: Acting check which will set the DV of the Human Perception check of the opponent. Negative modifier applied to Acting : -2 not having the right tools, if they don't have "baglady chic" clothes or ripped/trashed clothes.

You must tell them they need to spend at least 24hours. --> Endurance check (see CRB) for sleeping in the street unless they do a rotation but that may lead to more Stealth checks.


Tailing Smoke

Stealth check which will set the DV of the Perception check of the opponent. Negative modifier apply to Stealth : none, the Solo have holo-clothes and can change outfit at every corner of street + Techhair + ChemSkin + Different glass, scarf, and hat. He has all the tools needed for shadowing someone.

Complementary skill: Acting DV15 - in order to roleplay a combat zoner, a different one every 10 minutes.


Interrogating a Disassemblers

They need to isolate and capture one of them --> Sleep dart is the best bet for this specific crew. Group Brawling and choke works also very well. After it's done, Interrogation time is coming.

Resistance D/T check for the Dissasembler which will set the DV of the Interrogation check for the player. Negative modifier applied to Interrogation : -2 because of the intense loyalty all the gangers have for their chief. (I want them to feel the gang atmosphere, Bonekeeper is a charismatic leader, a grumpy one.)


Break-in at Bonekeeper's flat

Stealth check which will set the DV of the Perception check of the opponent.

Athletics DV13 to climb the side wall of the building. 

Perception DV17 (Professional) to spot a hidden camera in the corridor leading to the appartment. 

E/S DV15 against the camera (standard DV from the book is DV9 )

Lock Pick DV17 (Professional) : Bonekeeper doesn't trust his gang members for security and he prefers analogic security

He can restest with a Luck point, an assist (complementary skill) or by taking his time (this one is NOT recommended here). BUT with a -2 due to a stressful situation as their is noise coming from the stairs.

The Solo can try it, Base 12 that's harder for him AND Luck is not "worth it", he has only 3. Character creation is about choice. You can't have everything. With Luck 3, you lose the capabilities to reverse the odds for 1 test per session. (it's neither good or bad, it's just a choice).

Optional : Force entry

This one is interesting, you could go for an evaluation of what does it takes to break a sturdy door. That's very subjective and depend of many factor.

DEX + Athletics, but you need to take into account the strength of the character. if the Tech is alone... that's gonna be impossible BODY 4. If the Solo is here too, BODY 8, and has a Base Athlectics of 12. He is a muscular man without being superhuman and he knows how to apply his strengh. But the door is sturdy. Meaning it should be difficult even for him.

--> DV 17 (50% chance) which is Professional.  Negative modifier -2 if they don't have a tool like a crow bar and -4 for trying to do it secretly. Meaning even with a tool, and a complementary check (help) from the Tech, he has 12 -4 +1 = 9. That's a 9+ to succeed. I'm OK with this odds. First of all he has Base 14 in Lock Pick. A 4+ will do the trick. If he fails, the second test requires a 6+ which is again very doable for him (50%).

If he failed to Lock Pick a door while playing on his strength, I have no pity playing on a weakness after that. He can use Luck point. And the Tech have a lot of them.

Positive modifier +4 : linear frame Sigma OR you can set an array of DV depending on BODY. Because Athetics is under DEX that's one way to factor in the strengh in such a check.

Conceal/Reveal to search the appartement, check DV15 Hidden compartment (cargo/cuber hotel DLC)

Phase 3 - Planning and Execution

You can't really prepared for all possibilities as it depends a lot on the information gathered.

Bonekeeper

They can kill Bonekeeper (ambush in his appartement / Snipe / Whatever) : effective, but Fenrir (BF leader) gonna investigate, he is suspicious because nobody knows who did it.

They can confront Bonekeeper. If they display enough power and knowledge about the situation at hand, he will tell them he doesn't have any choice, unless someone flatline Takeshi. 

Persuasion check DV15 (Difficult) He is willing to trust them and will pay them to do it (1000eb / personn). If they don't have enough knowledge, don't even bother to make a Persuasion check.

If the players manage to kil Takeshi, Bonekeeper will be free and will stop his suicidal invasion of the Ring. For the record Takeshi is a "good" guy. A TC lieutenant trying to protect his community. Killing him will solve everything for the Ring. And players will make more money. But the community protected by Takeshi will take a hit as he replacement his not a kind hearted one. That's more chaos in Old Japantown.

Smoke

They can show pictures of Bonekeeper and the Japanese Tyger Claws + message of Takeshi to Smoke

Persuasion DV13. It's easy (Akame, the Media, is base 14 in Persuasion), because he is a racist and he doesn't agree with Bonekeeper decision to invade the Ring. 

Now he knows why and he is angry. He will kill Bonekeeper. Fenrir will not suspect anything. They gain a contact : Smoke.

Confrontating Smoke without any proof might end-up badly, he is loyal. Not Persuasion check will bend his will here. Don't authorize to roll. Persuasion IS NOT a Vampire the Mascarade Domination or Presence. Sometimes, without the right angle, it just doesn't work.

Bonekeeper official girlfriend

They can show pictures of Bonekeeper and the Japanese Tyger Claws to the official girlfriend. No roll, she is hot tempered and him cheating again with a Japanese AND a TC! That's too much for her. He will kill Bonekeeper. Fenrir will not suspect anything.

Hito the brother of Lumi (the TC mistress)

Find out who is Lumi's brother, Show pictures of Bonekeeper and the Japanese Tyger Claws. Persuasion DV13. Again it's easy, because he is overprotective and he already suspects something is going on. He will kill Bonekeeper. Fenrir will not suspect anything.

Takeshi, the TC lieutenant pressuring Bonekeeper

They can find out who is Takeashi if they only have his message. Library search DV15 (he is an official employee of TC Guardian gumi, easy to find). Local expert 13 (he is well know to be a good guardian in the Old Japantown). Streetwise DV13 (he is well know to be a good guardian in the Old Japantown). Else they know about him because they interrogate a ganger and he said a Tyger Claws named Takeshi. 

Then they can have a chat with him. Persuasion DV17 (professional).

Mixing stuff

For example, they can confront Bonekeeper, kill Takeshi and then sell him out to Smoke.

Conclusion

As you can see, no DV21+, BUT some negative modifiers can reach -6 (-4 and -2).

ON THE SPOT

That's when high DV might be set. Why ? Because you players always try some weird stuff under the cover of "it's cool". I'm not against the rule of cool. But sometimes that's too much. That's why I'm not against setting high DV. If they want to do cool stuff... go spend some Luck.

On the spot  is also about creative way to inflict Negative modifier. Because you never know what's going on in your players heads.

CONCLUSION

I don't have any secret recipe for you. But the preparation phase is a moment which allows you to think. Use it. The more you spend time designing your checks, DV and Penalties, the more you will be effective for "on the spot" decision.

 Negative modifiers are a great tools, because the task at hand might be easy, be the situation is not. That's very important for me to separate these two parts. That's also important for the players. They need to know you are aware that the task is not that hard in the absolute.