Skip to main content
Open Dungeons A free fantasy roleplaying game - go to the home page
Skip to content
    Core Guide

    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.