Basic Fantasy RPG vs Scarlet Heroes
Compare Basic Fantasy RPG and Scarlet Heroes side by side. See differences in complexity, dice, genre, and more.
| Basic Fantasy RPG | Scarlet Heroes | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Classic Fantasy, Dungeon Crawl, Rules-Light, Ascending AC, Vancian Casting, Deadly, Exploration, Resource Management, Random Tables, CC-Licensed Rules | Solo-Friendly, Sandbox, Dungeon Crawl, Low-Prep, Random Tables, Heroic, Ascending AC |
| Core Mechanic | Roll d20 plus attack and ability modifiers to meet or beat ascending Armor Class. Saving throws use d20 against targets determined by class and level. | Checks: roll 2d8 + attribute modifier + highest relevant trait vs. difficulty number. Attacks: roll d20 + attack bonus vs. AC 20. Unique damage conversion: each damage die reads individually (1 = 0, 2–5 = 1 point, 6–9 = 2 points, 10+ = 4 points), making a single hero viable against hordes. Heroes roll a Fray die each round to auto-damage lesser enemies. |
| Dice | d20 | 2d8 / d20 |
| Complexity | Low | Low |
| Availability | Free core rules | Free quickstart |
| Runnability | 5 of 5 book tools | 4 of 5 book tools |
| License | Creative Commons Attribution-ShareAlike 4.0 International | OGL 1.0a |
| Third-Party Publishing | Commercial publishing allowed — Creative Commons license | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | The Basic Fantasy Project | Sine Nomine Publishing |
| Year | 2023 | 2014 |
| Languages | English, Portuguese | English |
| Best For | Groups who want straightforward fantasy dungeon expeditions with lethal combat and careful management of supplies. | Solo players, duet groups (1 player + 1 GM), or anyone wanting to run classic old-school adventures without a full party: one hero can tackle any module. |
| 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. | Solo and duet scaling makes any old-school module playable with one hero, Fray die and damage conversion solve the action economy, solo oracle and adventure generators included, compatible with B/X and OSR modules, Red Tide setting included |
| 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. | Solo adventure tools require creative self-GMing, Red Tide setting is baked in (though easily reskinned), limited character options compared to full OSR games, older layout |