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Advanced Dungeons & Dragons 1st Edition vs White Box: FMAG

Compare Advanced Dungeons & Dragons 1st Edition and White Box: FMAG side by side. See differences in complexity, dice, genre, and more.

Advanced Dungeons & Dragons 1st EditionWhite Box: FMAG
GenreFantasyFantasy
TagsClassic Fantasy, Crunchy, Descending AC, Dungeon Crawl, Inventory Management, Random Tables, Resource Management, Strong GM Support, Tactical, Vancian CastingRules-Light, Classic Fantasy, Dungeon Crawl, Deadly, Hackable, Beginner-Friendly, Random Character Creation, Vancian Casting, Descending AC, Hexcrawl
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 + modifiers against a target number derived from the defender's Armor Class (descending AC by default, ascending AC optional). Attribute modifiers are compressed to −1, 0, or +1. Each class has a single saving throw number that improves with level. Side-based initiative is rolled each round on d6.
Diced20d20
ComplexityVery HighVery Low
AvailabilityPaidFree core rules
Runnability4 of 5 book tools2 of 5 book tools
LicenseAll Rights ReservedOGL 1.0a
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherTSR GamesSeattle Hill Games
Year19772016
LanguagesEnglish, French, GermanEnglish
Best ForGroups who want a referee-built fantasy campaign driven by treasure expeditions and careful resource planning.Groups wanting the simplest possible version of original D&D: four classes, compressed modifiers, and intentional rules gaps that invite house rules and Referee creativity.
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.
  • Attribute modifiers compressed to −1/0/+1 keeps math fast and reduces stat dependency.
  • Complete game in 143 pages including monsters, treasure, spells, and wilderness/dungeon procedures.
  • A free PDF and a low-cost print edition make it one of the most accessible OSR games.
  • Intentional rules gaps and a blank House Rules page explicitly invite customization.
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.
  • Four classes (three without the optional Thief) limits character variety.
  • No formal skill system: the Referee adjudicates all non-combat actions.
  • Level tables cap at 10, requiring house rules for extended campaigns.