Chance Is The Luck Everyone Wants.
As everyone suspects’ chance is the odds going in your favor. Whether it is a game of cards to betting on a drinking game with a dwarf, anything with foreseeable odds counts. While gambling as the two examples above is the primary use of this category, it is not all.
“Your journey takes you across a frozen bridge when about halfway there, you discover that part of it has collapsed. It is far enough that you can barely make it but one wrong move and you are made for. You can try to backtrack, but it will take you a few weeks.”
This is another example that comes up quite a bit. If the players take the chance, and luck is with them, they will be safe, but they could all die.
When using this category, remember that unlike the other groups, rolls are usually involved. Still, luck comes into play outside the rolls. This can be with an intentionally lowered DC for a specific character, or an event happens where they auto succeed.
What’s Happening With Happenstance
Happenstance can also be called a coincidence. These are events where things just “happen” one way or another. These events can happen everywhere and are things that don’t work out the way people expect, whether it be good or bad. Here is an example.
“Your group is traveling down an empty mine shaft looking for a legendary pickaxe when your paladin spots a series of pressure plates. You can identify that if triggered, they will bring down an ax cleaving anyone in their path. The rogue goes to disarm in knowing that if everything goes wrong, they will lose their head. Unfortunately, the rogue fails and waits for the inevitable, but it doesn’t happen. Upon inspection, you see that the ax’s opening is covered in roots stopping the ax.”
As you can see, everything was set the go the way players expect, but by luck, nature got in the way.
This is a reliable category to use, even if you do not want to use all the rest. Because you can subvert expectations, your players may think something terrible will happen when there was no chance. This always gets a good reaction. In addition to subverting expectations, I would use this if you want to give players a sense of failing badly without any risk.