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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 RPGScarlet Heroes
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Rules-Light, Ascending AC, Vancian Casting, Deadly, Exploration, Resource Management, Random Tables, CC-Licensed RulesSolo-Friendly, Sandbox, Dungeon Crawl, Low-Prep, Random Tables, Heroic, Ascending AC
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.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.
Diced202d8 / d20
ComplexityLowLow
AvailabilityFree core rulesFree quickstart
Runnability5 of 5 book tools4 of 5 book tools
LicenseCreative Commons Attribution-ShareAlike 4.0 InternationalOGL 1.0a
Third-Party PublishingCommercial publishing allowed — Creative Commons licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherThe Basic Fantasy ProjectSine Nomine Publishing
Year20232014
LanguagesEnglish, PortugueseEnglish
Best ForGroups 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.
HighlightsSeparate 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
ConsiderationsCharacters 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