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13th Age vs Five Torches Deep

Compare 13th Age and Five Torches Deep side by side. See differences in complexity, dice, genre, and more.

13th AgeFive Torches Deep
GenreFantasyFantasy
TagsTactical, Strong GM Support, Heroic, Ascending ACDungeon Crawl, Tactical, Resource Management, Rules-Light, Gritty, Ascending AC, Vancian Casting, Roll to Cast
Core MechanicRoll d20 + modifier vs. defense. The escalation die (a d6 that increases each combat round, adding to player attacks) builds momentum. One Unique Things and Icon Relationships tie characters to the setting and drive story.Roll d20 + modifier vs DC 11 (most checks). Four classes (Warrior, Thief, Zealot, Mage), levels 1–9. Supply (SUP) abstracts consumables, load limits gear, and equipment can break via durability rolls. Magic carries mishap risk. Compatible with both 5e and B/X adventures.
Diced20d20
ComplexityMediumLow
AvailabilityPaidFree core rules
Runnability5 of 5 book tools4 of 5 book tools
LicenseORC LicenseOGL 1.0a
Third-Party PublishingNot yet researchedNot yet researched
PublisherPelgrane PressSigil Stone Publishing
Year20252019
LanguagesEnglish, French, ItalianEnglish
Best ForGroups who love d20 fantasy combat but want more narrative freedom, improvisational play, and story-driven character connections baked into the mechanics.Groups who like 5e's core d20 feel but want OSR resource scarcity, simplified classes, and deadlier dungeon crawling.
HighlightsThe escalation die keeps combat moving. One Unique Things and Icon Relationships create narrative hooks. Streamlined monster design makes GM prep fast.Bridges 5e familiarity with OSR lethality, supply system elegantly handles torches and rations, fits in 48 pages, dual-compatible with 5e and B/X content
ConsiderationsTightly coupled to its default setting through the Icon system, some classes have complex trigger systemsVery slim: GMs may need to house-rule gaps, limited character options compared to full 5e, magic mishap table can feel punishing, no bestiary included