shell fish derivative
1500 mg
try it
chondrotin
Performing actions involves time, gear, and skill.
Generally, if you have none or one of the three, a task is impossible.
If you have all three, you do not need to roll β it just succeeds.
If you only have two, the task might involve a Save, with time or your gear being at stake if you fail.
Environmental factors/opportunities might act as a substitute for gear or skill.
Example: Lockpicking
Lockpicking a door requires no roll if you are skilled at lockpicking, are not in a hurry and have lockpicking tools available.
Lockpicking a door might require a DEX Save if youβre in a hurry yet have the skills and tools, with the risk being not finishing the task in time. It could also involve a WIL Save if you have time and skill, yet no tools, with you trying to improvise your tools.
Lockpicking a door is impossible with only one of the three:
You could stare at a lock all day with all the time in the world, but without gear and skill, nothing is going to happen.
You could be a skilled lockpicker, but in a hurry and without tools, thereβs not much you can do.
You might have lockpick tools, but without the time to figure out how to use them, thereβs no way youβll manage it without skill.
SAVES
Roll d20 equal or below the relevant Virtue.
Failure means negative consequences, not
necessarily a failure of the action itself.
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Adventure Never Ends: A Tabletop Saga features interviews with Matthew Lillard, Deborah Ann Woll, TJ Storm, Kate Welch, Xander Jeanneret, Luke Gygax, and more.