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).
- DEX Quick - dodge/evade danger.
- CON Tough - endure harm to the body.
- WIS Mind - resist influence on thoughts, mind, or senses.
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 explosion | Resist venom from bite | Resist charming spell |
| Leap clear of a collapsing ceiling | Withstand a poison gas | Stand against fear |
| Avoid a swinging blade trap | Endure disease exposure | Disbelieve illusion |
| Jump from a sudden pit opening | Shake off paralysis | Shake off sleep spell |
| Sprint past a closing portcullis | Survive a deathly curse | Resist possession |
| Move from rolling boulder's path | Hold breath vs drowning | Resist a vampire's gaze |
| Dodge Lightning Bolt spell | Push through blizzard | Resist 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.
| Task | Who Can Try | Ability Used | TN |
|---|---|---|---|
| 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 with exception - see Thief Default Class Abilities | ||
| Remove Traps | Thief with exception - see Thief Default Class Abilities |