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Basic Fantasy RPG vs Dungeons & Dragons Basic/Expert

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

Basic Fantasy RPGDungeons & Dragons Basic/Expert
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Rules-Light, Ascending AC, Vancian Casting, Deadly, Exploration, Resource Management, Random Tables, CC-Licensed RulesClassic Fantasy, Dungeon Crawl, Hexcrawl, Resource Management, Deadly, Vancian Casting, Descending AC, Domain Management, Sandbox, Random Tables
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 1d20 with the relevant modifiers and meet or exceed the target shown on the attack or saving-throw table. Attack targets account for the opponent's descending Armor Class.
Diced20d20
ComplexityLowHigh
AvailabilityFree core rulesPaid
Runnability5 of 5 book tools5 of 5 book tools
LicenseCreative Commons Attribution-ShareAlike 4.0 InternationalAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Creative Commons licenseNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherThe Basic Fantasy ProjectTSR Hobbies, Inc.
Year20231981
LanguagesEnglish, PortugueseEnglish, French
Best ForGroups who want straightforward fantasy dungeon expeditions with lethal combat and careful management of supplies.Groups who want dangerous fantasy expeditions built around exploration and managing supplies. Campaigns can grow from dungeon treasure hunts into wilderness travel and ruling a territory.
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.
  • Ten-minute dungeon turns make searching and resting consume supplies under wandering-monster pressure.
  • Reaction and morale rolls give encounters outcomes beyond fighting to the death.
  • Stronghold construction and settler taxes turn adventuring wealth into territorial responsibilities.
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.
  • Playing through level 14 requires both the Basic and Expert rulebooks.
  • Class-based advancement offers little customization beyond equipment and spell selection.
  • Characters die at zero hit points, and some failed saves kill them immediately.