Chance Rolls

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.