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Dolmenwood vs Old-School Essentials

Compare Dolmenwood and Old-School Essentials side by side. See differences in complexity, dice, genre, and more.

DolmenwoodOld-School Essentials
GenreFantasyFantasy
TagsHexcrawl, Dark Fantasy, Faction Play, Lore-Heavy, Vancian Casting, Classic Fantasy, DeadlyDungeon Crawl, Exploration, Hexcrawl, Deadly, Sandbox, Resource Management, Inventory Management, Random Tables, Vancian Casting, Strong GM Support
Core MechanicRoll 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).Attacks roll d20 against an attack matrix or an optional ascending Armour Class target. Saving throws meet a category target on d20. Ability checks roll at or below an ability score on d20.
Diced20d20
ComplexityLowLow
AvailabilityPaidFree core rules
Runnability5 of 5 book tools5 of 5 book tools
LicenseAll Rights ReservedOGL 1.0a
Third-Party PublishingNot yet researchedCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
PublisherNecrotic GnomeNecrotic Gnome
Year20242019
LanguagesEnglishEnglish, Italian, Spanish, French, Czech, Portuguese, Chinese, Korean
Best ForGroups 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.Groups who want treasure-driven dungeon expeditions and open wilderness campaigns with fragile starting characters.
HighlightsRichly 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 listsTreasure recovered from adventures provides most experience points, rewarding successful exploration over fighting alone. Reaction and optional morale rolls let encounters lead to negotiation or flight instead of automatic combat. Stronghold construction and taxation let accumulated wealth support a growing domain.
ConsiderationsFull 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 BookCharacters die at zero hit points, and failed poison saves are usually fatal. Demihuman characters combine ancestry with class and have lower level limits than human classes. Declared spells are lost if the caster is hit or fails a saving throw before acting.