Dolmenwood vs Old-School Essentials
Compare Dolmenwood and Old-School Essentials side by side. See differences in complexity, dice, genre, and more.
| Dolmenwood | Old-School Essentials | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Hexcrawl, Dark Fantasy, Faction Play, Lore-Heavy, Vancian Casting, Classic Fantasy, Deadly | Dungeon Crawl, Exploration, Hexcrawl, Deadly, Sandbox, Resource Management, Inventory Management, Random Tables, Vancian Casting, Strong GM Support |
| Core Mechanic | 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). | 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. |
| Dice | d20 | d20 |
| Complexity | Low | Low |
| Availability | Paid | Free core rules |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | All Rights Reserved | OGL 1.0a |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Open license |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Necrotic Gnome | Necrotic Gnome |
| Year | 2024 | 2019 |
| Languages | English | English, Italian, Spanish, French, Czech, Portuguese, Chinese, Korean |
| Best For | 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. | Groups who want treasure-driven dungeon expeditions and open wilderness campaigns with fragile starting characters. |
| Highlights | 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 | Treasure 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. |
| Considerations | 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 | Characters 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. |