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Basic Fantasy RPG vs Daggerheart

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

Basic Fantasy RPGDaggerheart
GenreFantasyFantasy
Play StyleClassic Fantasy, Beginner-Friendly, Rules-Light, Ascending AC, Open Source, Hackable, Modular, Dungeon CrawlNarrative, Collaborative, Heroic, Roleplay-Heavy, Fiction-First, Theater of the Mind, Character Building, Drama, Beginner-Friendly, Character-Driven
Core MechanicRoll d20 + attack bonus against the target's ascending Armor Class. Saving throws use a d20 roll-over against category-specific target numbers. Ability checks are d20 roll-under. Character advancement uses class-based XP tables and hit dice.Roll 2d12 Duality Dice (Hope + Fear) and add modifiers vs. difficulty. Which die rolls higher determines whether the moment swings toward the players (Hope) or the GM gains Fear tokens to spend on complications. In combat, adversary attacks roll d20 + modifier against target's Evasion.
Diced202d12
ComplexityLowMedium
AccessibilityVery HighVery High
RunnabilityVery HighVery High
LicenseCreative Commons CC BY-SA 4.0Darrington Press Community Gaming License (DPCGL)
CostFree$$$
PublisherBasic Fantasy ProjectDarrington Press
Year20232025
Best ForGroups who want a free, simple B/X-style game that modernizes classic D&D with ascending AC and separate race and class while remaining compatible with decades of OSR adventures.Groups who want heroic fantasy with emotionally driven storytelling, where every roll shifts momentum between hope and fear. Great for Critical Role fans and narrative-focused tables.
HighlightsCompletely free PDF with at-cost print copies through Lulu, race and class are separate unlike B/X source material, highly compatible with classic B/X and OSR modulesEvery action roll uses 2d12 Duality Dice, and whether Hope or Fear lands higher hands momentum to the player or the GM. Combat runs fiction-first with no fixed initiative, so the spotlight passes by the action rather than a turn order. Characters equip abilities as domain cards drawn from two domains, building a loadout the player can swap between.
ConsiderationsFour core classes only (Cleric, Fighter, Magic-User, Thief) without supplements, racial class restrictions limit some combinations, no built-in setting or campaign frameworkThe domain-card system runs best with printed cards, though it can be played from the character sheet alone. Players and the GM use asymmetric rules, so each side has its own procedures to learn. Mechanics are tied to the game's own setting and ancestries, which takes work to reskin for another world.