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OpenDungeons

Chapter 4 of 8 · 1 min read

Save & Chance Rolls

The two rolls that decide almost everything outside an attack.

All characters start at Level 1 with Save Roll 15 Target Number (TN). Then reduce the Save Roll Target Number by 1 per level advancement. Roll d20 + relevant Ability Bonus ≥ Target Number (TN is 16 - character level).

To save, you must roll Target Number (TN is 16 - character level) or greater with 1d20. At level 1, your starting TN is 15 for DEX Quick, CON Tough and WIS Mind.

DEX Quick - examples:CON Tough - examples:WIS Mind - examples:
Dive from an explosionResist venom from biteResist charming spell
Leap clear of a collapsing ceilingWithstand a poison gasStand against fear
Avoid a swinging blade trapEndure disease exposureDisbelieve illusion
Jump from a sudden pit openingShake off paralysisShake off sleep spell
Sprint past a closing portcullisSurvive a deathly curseResist possession
Move from rolling boulder's pathHold breath vs drowningResist a vampire's gaze
Dodge Lightning Bolt spellPush through blizzardResist hallucinations
Stave off exhaustion

Chance Rolls (Chances of Success)#

Also called a "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.

Examples of Chance Rolls Table

Roll d20 + relevant ability bonus ≥ Chance.

TaskWho Can TryAbility UsedTN
Climb a tree or wallAnyoneStrength12
Sneak past a guardAnyoneDexterity15
Recall ancient loreAnyoneWisdom14
Search and find trapAnyoneIntelligence13
Notice trap by chanceAnyoneWisdom16
Jump a pitAnyoneStrength10
Tell a convincing lieAnyoneCharisma16
Pick LocksThief with exception - see Thief Default Class Abilities
Remove TrapsThief with exception - see Thief Default Class Abilities