Player's Handbook · Chapter 1

The 2d20 System

Star Trek Adventures uses the 2d20 system — a fast, flexible mechanic where you roll two twenty-sided dice and add your character's stats to determine success.

How a Skill Check Works

When your character attempts a challenging action, the Game Master asks you to make a skill check:

  1. Choose your Attribute and Discipline. Match the action to the most relevant Attribute (Control, Daring, Fitness, Insight, Presence, Reason) and Discipline (Command, Conn, Engineering, Security, Science, Medicine).

  2. Roll 2d20 + Attribute + Discipline. Add the two dice results to your relevant Attribute value and Discipline value.

  3. Compare to the Difficulty. The Game Master sets a Difficulty Number (DN) from 1 to 5. If your total meets or exceeds the DN, you succeed.

Example

Lieutenant Torres needs to reroute power to the shields during a firefight. The GM decides this is an Engineering (Operations) check — Reason + Engineering.

Torres has Reason 10 and Engineering 3. She rolls 2d20 and gets a 7 and a 12.

Total = 7 + 10 + 3 = 20 (first die) and 12 + 10 + 3 = 25 (second die).

The Difficulty is 3 (average). Both dice meet or exceed 3, so Torres succeeds with 2 successes.

Difficulty Levels

DifficultyRatingExample
Routine1Performing a basic scan
Easy2Operating standard ship systems
Average3Calibrating a phaser under fire
Difficult4Hacking a Cardassian computer
Heroic5Surviving a direct torpedo hit

Success and Momentum

Each die that meets or exceeds the Difficulty Number counts as one success.

  • 1 success — You succeed.
  • 2+ successes — Each extra success beyond the first generates Momentum — a shared resource the player group can spend on benefits (re-rolls, extra information, tactical advantages).
  • 0 successes — You fail. The action doesn't accomplish what you intended.

Complications

If any die shows a natural 20, it generates a complication regardless of whether you succeeded. Complications introduce unexpected problems — a system overloads, an ally is endangered, the situation escalates. The Game Master decides the exact effect.

The Dice Pool

Your dice pool for any check is always:

2d20 + relevant Attribute + relevant Discipline

The Attribute and Discipline values are typically between 7 and 12 for Attributes and 1 and 5 for Disciplines at character creation. As your character advances, these values increase.

Focuses

If you have a Focus relevant to the task (an area of expertise like "Piloting" or "Xenobiology"), you add +2 to each die in your pool. This represents your deep knowledge and experience.

Summary

StepWhat to Do
1GM sets Difficulty (1–5)
2Player picks Attribute + Discipline
3Roll 2d20
4Each die: d20 + Attribute + Discipline
5Compare each die total to the Difficulty
6Count successes; generate Momentum from extras
7Check for natural 20s (complications)
Manual updated Aug 26, 2026.