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Basic Fantasy RPG vs Dungeons & Dragons 3.5 Edition

Compare Basic Fantasy RPG and Dungeons & Dragons 3.5 Edition side by side. See differences in complexity, dice, genre, and more.

Basic Fantasy RPGDungeons & Dragons 3.5 Edition
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Rules-Light, Ascending AC, Vancian Casting, Deadly, Exploration, Resource Management, Random Tables, CC-Licensed RulesAscending AC, Character Building, Classic Fantasy, Crunchy, Dungeon Crawl, Tactical, Vancian Casting
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.Roll a d20, add relevant modifiers, and compare the total to a target number. An equal or higher total succeeds. Ability checks, skill checks, attack rolls, and saving throws use this framework. Combat uses initiative and defined action types, while damage dice are rolled after a hit.
Diced20d20
ComplexityLowVery High
AvailabilityFree core rulesPaid
Runnability5 of 5 book tools5 of 5 book tools
LicenseCreative Commons Attribution-ShareAlike 4.0 InternationalOGL v1.0a (SRD); core books proprietary
Third-Party PublishingCommercial publishing allowed — Creative Commons licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherThe Basic Fantasy ProjectWizards of the Coast
Year20232003
LanguagesEnglish, PortugueseEnglish
Best ForGroups who want straightforward fantasy dungeon expeditions with lethal combat and careful management of supplies.Groups running fantasy campaigns that want class-based character advancement, prepared-spell resource planning, and position-sensitive combat. It also supports GMs who want encounter construction, monsters, treasure, and campaign procedures in the core set.
Highlights
  • Separate 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.
  • Class levels, skills, and feats create distinct mechanical advancement paths for characters.
  • Grid combat combines initiative, movement, action types, attacks of opportunity, and special attacks into positional decisions.
  • The Dungeon Master's Guide and Monster Manual supply encounter, campaign, and creature-construction procedures alongside player rules.
Considerations
  • Characters 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.
  • Character creation requires choices across race, class, ability scores, skills, feats, equipment, and spells.
  • Spellcasting uses separate class lists, spell levels, daily spell counts, and preparation rules.
  • Encounter design requires the GM to reconcile challenge ratings, creature statistics, treasure, and adventure procedures.