Chances Rolls are also known as Chances of Success and Check Roll.
A Chance Roll is used when a character attempts something risky they could reasonably
try.
The DN sets a Target Number (TN). Roll a d20 + the relevant Ability Bonus.
If your total meets or beats the TN, you succeed.
Example: You try to leap a wide pit. The DN sets TN 14. You roll a d20 +3 Strength
bonus. A 11 or greater roll on 1d20, you succeed - you've cleared the gap.
Note: A bonus might be added or subtracted depending on mechanics. If you rolled an
11 and then add your +3 Strength bonus, same results.
Roll d20 + relevant ability bonus ≥ Chance.
Examples of Chance Rolls Table (TN only suggestions, DN decides)
| Task | Who Can Try | Ability Used | Chance |
|---|---|---|---|
| Climb a tree or wall | Anyone | Strength | 12 |
| Sneak past a guard | Anyone | Dexterity | 15 |
| Recall ancient lore | Anyone | Wisdom | 14 |
| Search and find trap | Anyone | Intelligence | 13 |
| Notice trap by chance | Anyone | Wisdom | 16 |
| Jump a pit | Anyone | Strength | 10 |
| Tell a convincing lie | Anyone | Charisma | 16 |
| Pick Locks | Thief only | see Thief Default Class Abilties in Character Guide | |
| Remove Traps | Thief only | see Thief Default Class Abilties in Character Guide |
Note: Only certain classes may attempt some tasks (e.g., picking locks or disarming traps is
restricted to Thieves). Allowing others would be like letting a Fighter cast a spell.