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Basic Fantasy RPG vs Original Dungeons & Dragons

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

Basic Fantasy RPGOriginal Dungeons & Dragons
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Rules-Light, Ascending AC, Vancian Casting, Deadly, Exploration, Resource Management, Random Tables, CC-Licensed RulesClassic Fantasy, Dungeon Crawl, Exploration, Sandbox, Random Tables, Vancian Casting, Descending AC, Domain Management
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.Ability scores are rolled on 3d6, and combat uses a d20 attack matrix keyed to class or Hit Dice and Armor Class. Initiative uses dice, saving throws use class-and-level tables, and spellcasters have limited spells remembered per adventure.
Diced20d20
ComplexityLowHigh
AvailabilityFree core rulesPaid
Runnability5 of 5 book tools3 of 5 book tools
LicenseCreative Commons Attribution-ShareAlike 4.0 InternationalProprietary
Third-Party PublishingCommercial publishing allowed — Creative Commons licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherThe Basic Fantasy ProjectTactical Studies Rules
Year20231974
LanguagesEnglish, PortugueseEnglish
Best ForGroups who want straightforward fantasy dungeon expeditions with lethal combat and careful management of supplies.Groups who want an early fantasy campaign game with dungeon expeditions, open wilderness play, and substantial referee adjudication. It fits tables willing to choose or adapt procedures when the rules leave room.
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.
  • A class-and-level attack matrix turns a d20 roll into a direct Armor Class result.
  • Separate dungeon, wilderness, aerial, and naval procedures let a campaign expand beyond expeditions.
  • Referee-facing dungeon design and stronghold rules support an open campaign beyond a prepared scenario.
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.
  • Classes, race limits, spell lists, and attack matrices impose a specific early D&D structure.
  • The original rules distribute important procedures across separate subjects rather than one universal task rule.
  • Running strict 1974 requires separating the original rules from Chainmail references and later compilation material.