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Changeling: The Lost vs Dolmenwood

Compare Changeling: The Lost and Dolmenwood side by side. See differences in complexity, dice, genre, and more.

Changeling: The LostDolmenwood
GenreHorror, Fantasy, ModernFantasy
TagsUrban Fantasy, Dark Fantasy, Fear & Stress Mechanics, Superpowers, Faction Play, Social Intrigue, Character-Driven, Exploration, Strong GM Support, Lore-HeavyHexcrawl, Dark Fantasy, Faction Play, Lore-Heavy, Vancian Casting, Classic Fantasy, Deadly
Core MechanicBuild a d10 pool, usually from an Attribute plus a Skill, and count each 8, 9, or 10 as a success. One success is enough for most simple actions, and five or more normally make an exceptional success. Tens in a normal pool are usually rerolled for a chance at more successes. A pool reduced to zero or fewer dice becomes a single chance die that succeeds only on a 10, has no 10-again, and suffers a dramatic failure on a 1. A character can spend a point of Willpower to add three dice to a roll.Roll d20 + modifiers vs. ascending AC for attacks and vs. save targets for saving throws (five categories: Doom, Ray, Hold, Blast, Spell). Skill checks and ability checks use d6 + modifiers vs. a target number. Characters choose a kindred (breggle, elf, grimalkin, human, mossling, or woodgrue) and one of nine classes. Three distinct magic systems: arcane (memorized spells), holy (daily prayers), and fairy (glamours and runes).
Diced10 dice poold20
ComplexityHighLow
AvailabilityPaidPaid
Runnability5 of 5 book tools5 of 5 book tools
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherOnyx Path PublishingNecrotic Gnome
Year20192024
LanguagesEnglish, FrenchEnglish
Best ForGroups who want modern fairy-tale horror about surviving abduction and rebuilding a life, with seasonal court politics, binding oaths, and journeys through the Hedge. It suits tables willing to explore trauma and abuse themes within agreed limits.Groups who want a deeply detailed fairytale-dark fantasy setting with OSR mechanics, hexcrawl exploration, and rich faction play in an enchanted wood full of fairies, monsters, and intrigue.
HighlightsClarity tracks a changeling's trust in her own perceptions, and Touchstones attached to the track reduce the damage that breaking points deal to it. Every Contract has a Loophole, a condition of the fae bargain that lets a changeling invoke its basic effect without spending Glamour. Hedgespinning spends surplus successes and Glamour from ordinary actions in the Hedge on changes to terrain, equipment, or Conditions.Richly detailed fairytale-dark setting with competing factions and deep lore, hexcrawl travel system with Travel Points and terrain-based encounters, six unique kindreds including cat-folk grimalkins and fungal mosslings, three distinct magic systems each with their own spell lists
ConsiderationsAbduction, abuse, and trauma are core subject matter, so the group needs to agree on limits before play. Breaking points risk Clarity damage that can eventually leave a changeling comatose. Goblin Contracts normally add a point of Goblin Debt on each successful use, which the Storyteller can spend to penalize rolls or impose Conditions.Full experience requires three core books (Player's Book, Campaign Book, Monster Book), setting-specific: not a generic OSR toolkit, GM needs the Campaign Book and Monster Book which are sold separately from the Player's Book