Defensive Ratings

Every creature has three Defensive Ratings that represent how difficult they are to affect. When an attacker rolls a Trial against a target, they roll against the appropriate Defensive Rating. No resistance rolls or saving throws are made — the attacker always rolls. If the Trial total meets or exceeds the DR, the effect succeeds. Ties go to the defender.

Guard

Determines how well defended or how tough you are against physical attacks — armor, shields, raw toughness, and positioning all contribute. An attack of a physical nature must meet or exceed the defender’s Guard to deal damage.

Calculated using the highest of your Brawn or Vitality modifier.

Ward

Determines how well you can avoid or deflect attacks of a magical nature. Magical attacks must meet or exceed the defender’s Ward to take effect.

Calculated using the highest of your Agility or Intellect modifier.

Mind

Determines how well you resist effects that assault your mind or spirit — charm, fear, deception, psychic assault. The attacker must meet or exceed your Mind for these effects to land.

Calculated using the highest of your Ego or Spirit modifier.

How to Calculate

DR = 10 + Attribute Modifier + Prowess (if trained) + Bonus (if any)

Design Note: With the 2d10 bell curve, Defensive Ratings occupy a tighter effective range than in flat-die systems. A trained character at endgame with a strong attribute and a bonus will reach DR 17-18. DR 19+ is exceptional and rare. Most encounters should use DRs of 12-16.

See /core-mechanics/defensive-ratings/catalog/ for the three Defensive Ratings as individual lookup entries.

Last reviewed 2026-07-08