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Age of Adventure RPG

Deluxe Edition
Heroic fantasy adventures of dwarves, elves, halflings, and goblins distilled into a twelve-page zine
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fantasy
Rules-LightBeginner-FriendlyClassic FantasyHeroicPlayer-Only RollsRoll to CastOne-Shot FriendlyLow-PrepTheater of the MindRandom TablesOpen Source
✦ Indie Creator Submitted
Languages: English
Diced6 dice pool
System FamilyStandalone
CostFree / $
LicenseCC BY 4.0
PublisherAdrian Young Games
Year2025
Complexity Low
Accessibility Very High
Runnability Medium

Core Mechanic

Each Hero picks a single Proficiency number from 2 to 5. MIGHT actions (physical, martial) count d6 results equal to or under that number as Successes; MIND actions (mental, complex) count results equal to or over it. Roll 1d6 by default and add bonus dice for being Skilled, Prepared, Helped, or carrying the right Item. Rolling the Proficiency number exactly on a successful check earns a Hero Point, spendable for extra dice, rerolls, +1 damage, or a true in-world answer from the GM. Only players ever roll — enemy attacks resolve as automatic player Reaction Checks against the same Proficiency, with Block (1 less damage) or Dodge (no damage) chosen by the defender.

Best For

Groups who want a complete heroic fantasy game they can start playing the same night — everything from character creation to campaign play fits in a twelve-page zine, with classic fantasy races and class archetypes already built in.

Highlights

A single Proficiency number from 2 to 5 defines a character's physical-versus-mental lean in one decision — high favors MIGHT (roll under), low favors MIND (roll over) — so building a Hero is a thirty-second commitment rather than a stat-by-stat exercise. Only players roll dice, even on defense: every enemy attack triggers an automatic Reaction Check from the targeted Hero, so the GM is free to narrate threats while every die at the table belongs to a player. Encounter Levels are calculated as Size × Actions × Challenge plus armor and shield bonuses, then summed across the party, giving the GM an at-a-glance balance number to scale opposition without writing statblocks.

Considerations

Magic is limited to six Arcane and six Holy spells that Wizards and Clerics know in full from creation, with no spell progression, new spells, or list customization across a campaign. Damage caps at 2 points per hit and Stamina maxes at the Proficiency number plus armor, so combats resolve in a few rounds without granular HP attrition or extended tactical play. Character advancement between adventures is limited to gold rewards and a +1 starting Hero Points carryover — there are no levels, experience tracks, or stat increases that meaningfully change a Hero over the course of a campaign.