How To Play Adventurous
Firebreathing KittensEpisode Description
Hello listeners!
This is a short episode of firebreathing kittens where I am going to quickly describe the rules of the TTRPG Adventurous. You can find Adventurous that is spelled A-d-v-e-n-t-u-r-o-u-s by Dawnfist games on drivethrurpg.com.
I will be going over the Core Mechanics
Aiding other players
How to roll for initiative
Actions and Movement
Attacking and Defending
How to sneak
Injuries and Death
The Core Mechanic:
In Adventurous the core mechanic is attributes which range from 1 to 5. Your primary attributes are:
Strength: Physical strength, Dexterity: Nimbleness and agility, Willpower: Mental strength and composure, Knowledge: Accumulated Knowledge of the world, and Charisma: or your force of personality. When forced to attempt something risky, challenging, or dangerous you make a check based on an attribute and roll that number of dice. A single 5 or 6 is a weak success. More than one 5 or 6 is a strong success. No 5's or 6's rolled is a failure, although you receive 1 exp.
For example: Mindy wants to try and hit a very menacing goose with a baseball bat so she makes a strength check, her strength is 4. Mindy rolls: 5, 6, 3 and 3. A strong success! We will explain damage later.
This type of check is the core mechanic of the game. Rolling double 6's for some abilities grant special effects so keep that in mind and results in gaining 1 exp and the party gains momentum.
Advantage and Disadvantage: Advantage and Disadvantage may apply due to environment, abilities, or perhaps the assistance of other players. Advantage grants you an extra 1d6 on a test to a max of 6d6, and disadvantage reduces your dicepool by 1d6 to a minimum of 1d6.
Momentum is a binary party wide resource, the group simply has momentum or does not have momentum. It may be used to fuel certain abilities and may also be used to grant the reroll of a single die in a check.
Influencing NPC's: You can influence NPC's by making a Charisma test, often this might be made easier by offering or negotiating with NPC's. Whether a weak success or strong success is required to influence an NPC is ultimately up to the GM.
Aiding other players:
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