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Basic Fantasy RPG vs Cairn

Compare Basic Fantasy RPG and Cairn side by side. See differences in complexity, dice, genre, and more.

Basic Fantasy RPGCairn
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Rules-Light, Ascending AC, Vancian Casting, Deadly, Exploration, Resource Management, Random Tables, CC-Licensed RulesRules-Light, Classless, Deadly, Dungeon Crawl, Exploration, Inventory Management, Fiction-First, Random Character Creation, Random Tables, Strong GM Support
Core MechanicRoll d20 plus attack and ability modifiers to meet or beat ascending Armor Class. Saving throws use d20 against targets determined by class and level.To avoid a risky outcome, roll d20 equal to or below STR, DEX, or WIL; a 1 succeeds and a 20 fails. Only the participant most at risk rolls an opposed save. Attacks deal damage automatically, reduced by armor and then Hit Protection (HP). Damage beyond HP reduces STR and requires a save against the reduced STR to avoid critical damage.
Diced20d20
ComplexityLowLow
AvailabilityFree core rulesFree core rules
Runnability5 of 5 book tools5 of 5 book tools
LicenseCreative Commons Attribution-ShareAlike 4.0 InternationalCC BY-SA 4.0
Third-Party PublishingCommercial publishing allowed — Creative Commons licenseCommercial publishing allowed — Creative Commons text reuse
Summary only, not legal advice. Check current terms before publishing.
PublisherThe Basic Fantasy ProjectCairn Press
Year20232024
LanguagesEnglish, PortugueseEnglish, Finnish, Italian, Portuguese, Spanish
Best ForGroups who want straightforward fantasy dungeon expeditions with lethal combat and careful management of supplies.Groups who want dangerous woodland expeditions where equipment and preparation matter more than optimized character builds. Suits campaigns shaped by exploration and the consequences of encounters.
HighlightsSeparate 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.Fatigue occupies the same ten inventory slots as equipment, making spellcasting and hardship compete with useful gear. Dungeon turns and wilderness watches tie exploration choices to events and resource costs. Training and significant encounters can change abilities without an experience-point track.
ConsiderationsCharacters 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.Automatic attack damage makes direct confrontation dangerous even when characters wear armor. The Warden decides when fictional advantages remove the need for a save instead of using graded difficulty targets. Advancement depends on experiences and negotiated training rather than a predictable level progression.