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Basic Fantasy RPG vs Dungeons & Dragons

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

Basic Fantasy RPGDungeons & Dragons
GenreFantasyFantasy
Play StyleClassic Fantasy, Beginner-Friendly, Rules-Light, Ascending AC, Open Source, Hackable, Modular, Dungeon CrawlTactical, Heroic, Dungeon Crawl, Character Building, High-Fantasy, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending AC
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 d20 + modifier against a target DC (for ability checks and saving throws) or AC (for attacks). Meeting or exceeding the target succeeds. Advantage rolls 2d20 and takes the higher; disadvantage takes the lower, replacing most situational modifiers.
Diced20d20
ComplexityLowMedium
AccessibilityVery HighVery High
RunnabilityVery HighHigh
LicenseCreative Commons CC BY-SA 4.0CC BY 4.0 (SRD); core books proprietary
CostFree$$$
PublisherBasic Fantasy ProjectWizards of the Coast
Year20232024
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 combining tactical grid combat with deep character-build options, scaling from one-shots up through long multi-tier campaigns.
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 modulesAdvantage and disadvantage collapse most situational modifiers into one mechanic: roll a second d20 and keep the higher or lower, so play rarely stops to total small bonuses. Each of the 12 classes offers four subclasses in the 2024 Player's Handbook, letting players reshape a class's role without multiclassing. Bounded accuracy keeps proficiency bonuses small, so low-level threats stay relevant in numbers and DCs read consistently across all tiers.
ConsiderationsFour core classes only (Cleric, Fighter, Magic-User, Thief) without supplements, racial class restrictions limit some combinations, no built-in setting or campaign frameworkHigh-level play (tier 3–4) introduces significant spell interaction complexity and encounter balancing challenges for GMs. No official rules for non-fantasy genres. Three core books at $50 each represent a significant investment for the full rules.