Today's topic is making rulings on the fly as a GM--specifically, calling for rolls that aren’t necessarily covered by your system of choice. You don’t need (or want!) a game to give you a mechanic for every little thing. Once you’ve grasped the basic resolution mechanics of a game, you can apply that knowledge to resolve any crazy thing the PCs come up with to try. I’ll use the current incarnation of D&D as an example.
Check out the shownotes for episode 7 for a list of free D&D 5e resources.
Saving Throw Abilities: DMG page 238
Abilities, Ability Checks, and Skills: PHB pages 175-179
DCs and Difficulties (PHB 174):
5 - Very Easy
10 - Easy
15 - Medium
20 - Hard
25 - Very Hard
30 - Nearly Impossible