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Cairn 1st Edition vs Mausritter

Compare Cairn 1st Edition and Mausritter side by side. See differences in complexity, dice, genre, and more.

Cairn 1st EditionMausritter
GenreFantasyFantasy
TagsRules-Light, Classless, Deadly, Attacks Always Hit, Random Character Creation, Inventory Management, Dark Fantasy, Fiction-First, Gritty, CC-Licensed RulesRules-Light, Inventory Management, Hexcrawl, Dungeon Crawl, Sandbox, Exploration, Deadly, Attacks Always Hit, Random Tables, CC-Licensed Rules
Core MechanicRoll a d20 equal to or under STR, DEX, or WIL to pass a save; 1 always succeeds and 20 always fails. Attacks deal rolled damage directly, reduced by Armor and then Hit Protection (HP). Damage beyond HP reduces STR and requires a STR save to avoid critical damage.Roll a d20 equal to or under STR, DEX, or WIL to avoid a risky consequence. Attacks deal weapon damage directly, reduced by armour. Items and conditions compete for limited inventory slots.
Diced20d20
ComplexityVery LowLow
AvailabilityFree core rulesFree core rules
Runnability4 of 5 book tools4 of 5 book tools
LicenseCC BY-SA 4.0Creative Commons Attribution 4.0 International (CC BY 4.0); Mausritter Third Party Licence
Third-Party PublishingCommercial publishing allowed — Open licenseCommercial publishing allowed — Mausritter Third Party Licence and Mausritter SRD
Summary only, not legal advice. Check current terms before publishing.
PublisherCairn PressExalted Funeral
Year20202020
LanguagesEnglish, Catalan, Chinese, Danish, Finnish, French, German, Icelandic, Italian, Japanese, Lithuanian, Polish, Portuguese, Russian, Scottish Gaelic, Spanish, Toki Pona, Turkish, Ukrainian, BelarusianEnglish, Portuguese, Ukrainian, Italian, Polish, Dutch, Spanish, Russian, Czech, French, German
Best ForGroups who want dangerous woodland expeditions where equipment defines characters and creative problem-solving matters more than character builds.Groups who want mouse-scale sandbox adventures where clever plans and careful supplies matter more than fighting. The rules support exploring dangerous ruins and returning treasure to a safe settlement.
HighlightsEquipment and spellcasting Fatigue share ten inventory slots, making magical power compete with carrying useful gear. Scars from attacks that reduce HP to exactly zero can increase attributes or maximum HP, tying mechanical growth to surviving danger. Characters can gain new abilities through training and experiences in the fiction rather than following classes or levels.Condition cards occupy inventory slots, forcing a choice between carrying supplies and enduring setbacks. Spell tablets trade greater power for faster depletion and dangerous miscasts. Faction goals advance between sessions, letting the world change beyond the mice’s immediate adventures.
ConsiderationsAttacks require no to-hit roll, making avoiding or controlling a fight more important than relying on a missed attack. Spellbooks cannot be copied or manufactured, leaving new spell acquisition dependent on discoveries in the world. The core leaves exploration timing to the Warden rather than providing a dungeon-turn or wilderness-travel procedure.Damage beyond Hit Protection reduces Strength and can incapacitate a mouse after a single failed save. Depleted spell tablets require specific fictional tasks to recharge. Advancement improves attributes and endurance rather than offering classes or extensive ability choices.