Playing an Adventure
- Chapter Two: Playing an Adventure
-
Core Mechanics
- Core Mechanics
- On Your Turn
- Duality Dice
- Evasion
- Hit Points and Damage Thresholds
- Stress
- Action Rolls
- Example Action Roll
- Story is Consequence
- Special Action Rolls
- Damage Rolls
- Reaction Rolls
- Advantage and Disadvantage
- Battling Adversaries
- Domain Cards
- Conditions
- Countdowns
- Maps, Range, and Movement
- Targets and Groups
- Cover, Line of Sight, and Darkness
- Gold
- Downtime
- Death
- Additional Rules
- Player Best Practices
- Leveling Up
-
Equipment
- Loot
- Full Example of Play