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Adventure Calls

Fantasy Roleplaying Game

  • Medium to High Crunch

  • Highly Customizable

Coming Soon!
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How are Adventure Calls games different?

If you are unfamiliar with AC, don’t worry, it’s not so different from other roleplaying systems.  It isn’t quite the same however, if it was there would be no reason to buy this book!  There are dozens if not hundreds of small and subtle differences of mechanics and flavor in AC, but there are 5 fundamental differences that make playing AC feel unique.

Calibrated Dice Pairs

AC primarily has the players roll dice pairs to determine the results of things like combat and skill checks.  The dice pairs were chosen to obtain bell-curve-like results that are more predictable so players make more informed decisions.  It also reduces the often wild swing of combat with single dice.  Big hits and misses occurring more rarely and matter more.  Different dice pairs are assigned to different actions to reflect how much randomness plays into those actions.  Skill checks use 2d6 to keep the randomness fairly low, while combat uses 2d10 to reflect the more chaotic situation of battle.


No Character Classes

There are no preset character classes, professions, or careers in AC.  The system is primarily Skill based, and the choices you make during character creation and when leveling up define your character.  This allows you to create just about any class equivalent you want without being locked into class restrictions and static development paths.


Simple But Strategic Thinking

AC’s mechanics are designed to give PCs bonuses to apply to their combat skills, and these bonuses grow until they outweigh the combat roll itself.  This is done because you have to decide HOW to use your points during combat.  You divvy up this bonus and apply portions of it to Attack rolls, Defense bonus, and even Injury rolls.  You need to balance attack vs defense, speed vs power.  This gives you opportunities to try different strategies and change the flow of combat.

More Player Control

You are given more control over the narrative and how events in the game affect their character.  In particular, PCs have 3 traits that work together like “hit points”.  One for mental stress, one for physical stress, and one for direct physical injury.  Whenever your PC takes damage you get to decide how to apply those points against those 3 traits.  This not only controls the mechanics of how the PC is damaged, but lets you define the narrative in game to reflect that choice.   For example, let’s say your PC was hit by an arrow for 5 points of damage.  You can choose to apply all or most of the points against your PC’s Stamina trait and explain to everyone how the arrow hit hard on your shoulder, but you rolled with the blow, so the arrow didn’t penetrate.  Or maybe you decide that the arrow hit your breastplate right over the heart, but only dented it.  No physical damage, but it scared the crap out of you, causing you to lose 5 points of Resolve.

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