Firebreathing Kittens

We play a different TTRPG every week. Four of our rotation of cast members will bring you a story that has a beginning and end. Every episode is a standalone plot in the season long anthology. There’s no need to catch up on past adventures or listen to every single release; hop in to any tale that sounds fun. Join us as we explore the world, solve mysteries, attempt comedic banter, and enjoy friendship.

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episode 560: How To Play Adventurous


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:

 

There are a few ways to assist other players for example you can, encourage them to use any available momentum, assist them and grant them advantage, and finally in the unfortunate situation that they begin to bleed out you may make a Knowledge test and mark supply in order to stabilize them and save them from an untimely demise.

 

Initiative:

 

In Adventurous, turn order is determined by rolling initiative by making a Knowledge test. All PC's that succeed go before the opponent. Those who fail go after the opponent. Initiative is re-rolled at the beginning of each round.

 

Actions and Movement:

Each turn a creature gets to make a move and an action

Examples of an action: attacking, using an ability, or drinking a potion.

 

In Adventurous distance is measured in zones, the zones are: Close, Near, Far, and Distant in that order.

A creature may move one band and make an action or move two bands and take no action on its turn

An example: An angry goose wants to get in melee range with Mindy. It is Distant from her, so it will move twice. It moves from distant, to far, and ends its turn near her. It is unable to act because it moved twice.

 

 

Attacking and Defending:

 

Melee attacks are made with Strength tests, and ranged attacks use Dexterity tests. Damage for weapons and abilities is described such as W2/S4 this stands for Weak 2/Strong 4.

 

When an attack is made: On a weak success the weak damage is inflicted on an opponent. On a strong Success the strong damage is inflicted. If it is a failure your character misses and nothing happens.

 

When a Player is defending: Strength is used to defend against melee attacks, Dexterity is used to defend against ranged attacks, and will is used against magic attacks.

If the defensive test is a weak success: the Player takes the enemies weak damage to its HP.

On a strong success: The player avoids all damage

On a Failure: The player takes the enemies strong damage to its HP.

 

Armor in this game is a value from 1-3 that subtracts from the damage a creature receives. However damage can only be reduced to 1 HP, never to zero.

 

Massive Damage: Certain situations such as a sneak attack might grant a player's attack Massive Damage. Massive Damage doubles the damage dice of the weapon attack so a W4/S8 damage sword would instead deal W8/S16 damage.

 

Sneaking:

 

In order to sneak a PC makes a Dexterity test. It is up to the GM to decide if a strong or weak success is needed to succeed in sneaking.

 

Sneak Attacks: Attacking a creature from stealth that is not engaged in combat may inflict massive damage, this may only be done with a one handed weapon.

Massive damage doubles the weak or strong damage of the weapon based on the result of the attack. Example: W4/S8 becomes W8/S16

 

Injuries and Death:

 

When a PC is reduced to 0 HP it becomes wounded and rolls on the Injury chart using a 1d6: on a 1-2 the character dies a terrible death, 3-4 you are knocked unconscious for one hour and are bleeding out, 5-6 you are knocked down and are bleeding out.

 

Bleeding out: A PC that is bleeding out must roll a 1d6 each turn, on a 5-6 they survive another turn. On a 1-4 they die immediately. Bleeding can be stopped through magical healing or by performing a knowledge test to stop the bleeding through first aid and mark supply.

 

Alternatives to death: Adventurous does not really pull any punches when it comes to lethality in adventuring. The chances of dying seem pretty high if you drop to 0 hit points since you have about a 33% chance of rolling a 1-2 on the injury table and you need a 5-6 each turn that you are bleeding out to keep from dying. So its good to have this in mind and perhaps find away discuss this with your players before playing. Some people do not find character death to be a fun experience.

 

Thank you for listening to my Rule summary for the RPG Adventurous by Dawnfist games! Check it out at Drivethrurpg.com!

 


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 February 28, 2024  7m