Adventure Hour! – Character Primer


Is it pronounced “PRIME-r” or “PRIM-er”? Fight!

The name “Dragonslayer Adventures” has been dropped in favor of “Adventure Hour!

Chris has been talking about Young Adventurer’s Guide (my review here), which has me thinking of it again.

Question: How should players, especially younger players, go about making a character in this game?

(Ahem, rules here btw).

Because the process for 5e players usually involves selecting one of twelve classes and indexing that with four or more optimum race/species choices that pairs strongly with your class choice.

Heaven help you if you’re a player who wants to know the details.

Most GMs I know would simply say, “Ah don’t worry about what abilities they have, just pick one based on this description and let’s move on.”

With that in mind, here’s are the two processes I’ve juggled back and forth between:

Method 1

Roll 2d6. The first is your class, the second is the type within that class.

  1. Cleric
  2. Fighter
  3. Ranger
  4. Rogue
  5. Wizard
  6. Stranger

Each of these classes has six subclasses, called types.

Random through and through.

Pro? FAST. No indecisiveness.

Problem? No choice. “Can I get a re-roll?”

It’s actually a fine choice if player characters are likely to die. Or if they suffer from “analysis paralysis.”

But player characters aren’t dying in these games. And here’s how I deal with that by the way.

Method 2

Choose a class, roll 1d6 for your type.

This one works, but usually there’s a certain type they’re aiming towards. “Oooh I hope I get the fire mage… Wait, WATER?!… Can I get a re-roll?”

Pro? More choice, but prevents players from having the same type (as I re-roll duplicates).

Problem? Sometimes the type doesn’t match with the player’s expectations of the class based on my improvised description.

Eh. Functional.

But this next one is the one I’m leaning towards.

Method 3

Look at the character primer. Pick one the types. No peeking at their items beforehand.

Pro? Allows choice, reduces the “analysis paralysis” of reading through everything in the “Player’s Handbook.”

Problem? I have to write up actual class descriptions. You know, work.

Enter the Young Adventurer’s Guide.

They have a nice little description for each class there. Just trim them down, spice ’em up, and viola!

‘Ere we are.


If you like helping people, be a cleric. Clerics are equipped to support people of all kinds and by far the best at helping the team and recruiting powerful allies. Types include: Paladin, Initiate, Friar, Priest, Disciple, Monk.


Wanting to be the best in a fight with the greatest weapons is the perfect reason to be a fighter. They’re the strongest and most reliable of party members. Types include: Gladiator, Pirate, Captain, Barbarian, Mercenary, Blademaster.


If you like hunting, foraging, and animals, pick the ranger. Every ranger has some connection to nature and the art of tracking, making them great in any party. Types include: Beastmaster, Bounty Hunter, Druid, Trapper, Warden, Woodsman.


If you like causing trouble, the rogue is for you! Rogues have plenty of tools to offer and skills to match. They’re sneaky and devious, the perfect offense against monsters. Types include: Acrobat, Hermit, Poisoner, Trickster, Spy, Saboteur.


Curious about magic and mysteries of the fantastic? Be a wizard. They’re all about learning and obtaining power to get their team to victory. Types include: Arcanist, Illusionist, Water Mage, Earth Mage, Fire Mage, Air Mage.


Think being human is boring? Why not be a stranger? They’re outsiders to society with a culture of their own depending on their parents. Types include: Sea Elf, Wood Elf, Mountain Dwarf, Moss Dwarf, Hill Halfing, City Halfing

Approachable? Give enough flavor? Could you make a selection based on just that?

I know there are some hardcore “Method 1” advocates, but I’ll be trying this for the next couple of adventures. 🙂

And by the way Chris, the best French Vanilla fantasy is clearly Maze Rats.

2 thoughts on “Adventure Hour! – Character Primer

  1. I’ve been thinking a lot about multiclassing recently. I have a feeling that you can create a lot of good class concepts just be throwing together two distinct abilities, and in my experience players are pretty good at groking concepts like that from first principle. If I’m a (rolls) Barbarian and a Fire Mage, obvious I’m an angry guy that explodes a lot! Cool!

    I’ve done this in both Owlbear Stew 2, and Once More (which needs a better name) but my actual point is, I thought that Method 1 was more like, I am a (d6) Cleric, that also has some of the properties of a (d6) Rogue. So perhaps some kind of Charlatan? Anyway!

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