TTRPG Wiki

Compare tabletop RPG systems to find your next game

Advanced Dungeons & Dragons 1st Edition vs Dragonslayer RPG

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

Advanced Dungeons & Dragons 1st EditionDragonslayer RPG
GenreFantasyFantasy
TagsClassic Fantasy, Crunchy, Descending AC, Dungeon Crawl, Inventory Management, Random Tables, Resource Management, Strong GM Support, Tactical, Vancian CastingDungeon Crawl, Combat-Heavy, Gritty, Descending AC, Vancian Casting, Random Tables
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 + attack bonus against descending Armour Class to hit in combat. Saving throws are roll-over by category (Breath, Death, Stone, Wand, Spell). Initiative is d6 per side each round. The GM (Maze Controller) tracks time, light, encounters, and resources: torches burn out, rations deplete, and random encounters escalate with noise and delay.
Diced20d20
ComplexityVery HighMedium
AvailabilityPaidFree quickstart
Runnability4 of 5 book tools4 of 5 book tools
LicenseAll Rights ReservedProprietary
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherTSR GamesGreg Gillespie
Year19772024
LanguagesEnglish, French, GermanEnglish
Best ForGroups who want a referee-built fantasy campaign driven by treasure expeditions and careful resource planning.OSR veterans who want a traditional dungeon-crawling experience with descending AC, strict resource management, and classic class-and-level gameplay: especially fans of Barrowmaze and megadungeon play.
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.
Comprehensive old-school toolkit with 11 classes and 8 races, heavy emphasis on dungeon exploration procedures (marching order, light, time), critical hit/miss tables add combat drama, designed by a megadungeon expert, extensive spell lists and equipment
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.
Descending AC and THAC0-adjacent math will alienate modern players, very large rulebook for an OSR game, tightly bound to classic dungeon fantasy, limited innovation beyond curating and polishing older mechanics