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Advanced Dungeons & Dragons 1st Edition vs Basic Fantasy RPG

Compare Advanced Dungeons & Dragons 1st Edition and Basic Fantasy RPG side by side. See differences in complexity, dice, genre, and more.

Advanced Dungeons & Dragons 1st EditionBasic Fantasy RPG
GenreFantasyFantasy
TagsClassic Fantasy, Crunchy, Descending AC, Dungeon Crawl, Inventory Management, Random Tables, Resource Management, Strong GM Support, Tactical, Vancian CastingClassic Fantasy, Dungeon Crawl, Rules-Light, Ascending AC, Vancian Casting, Deadly, Exploration, Resource Management, Random Tables, CC-Licensed Rules
Core MechanicAttack rolls use a d20 against class-and-level matrices to hit descending Armor Class. Other actions follow distinct procedures rather than a universal check.Roll d20 plus attack and ability modifiers to meet or beat ascending Armor Class. Saving throws use d20 against targets determined by class and level.
Diced20d20
ComplexityVery HighLow
AvailabilityPaidFree core rules
Runnability4 of 5 book tools5 of 5 book tools
LicenseAll Rights ReservedCreative Commons Attribution-ShareAlike 4.0 International
Third-Party PublishingNo verified route foundCommercial publishing allowed — Creative Commons license
Summary only, not legal advice. Check current terms before publishing.
PublisherTSR GamesThe Basic Fantasy Project
Year19772023
LanguagesEnglish, French, GermanEnglish, Portuguese
Best ForGroups who want a referee-built fantasy campaign driven by treasure expeditions and careful resource planning.Groups who want straightforward fantasy dungeon expeditions with lethal combat and careful management of supplies.
Highlights
  • Recovered treasure earns experience, rewarding successful expeditions back to a safe base.
  • Prepared spells make choosing tomorrow’s magic part of expedition planning.
  • Dungeon generators let the referee create unexplored passages during play.
  • Separate race and class choices allow elves to combine spellcasting with fighting or thieving.
  • Encounter reactions and morale let negotiation or retreat resolve threats without fighting to the death.
  • Dungeon stocking and wilderness encounter tables help the GM prepare expeditions.
Considerations
  • Racial limits restrict which classes and advancement paths a character can choose.
  • Successful hits interrupt casting and expend the spell.
  • Failed saves against many monster attacks can kill characters outright.
  • Characters normally die at zero hit points unless the GM adopts an optional survival rule.
  • Racial ability requirements and class restrictions limit character combinations.
  • Casting can be interrupted by an attack on the same initiative count even if it misses.