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Dungeons & Dragons Basic/Expert vs The Lost March

Compare Dungeons & Dragons Basic/Expert and The Lost March side by side. See differences in complexity, dice, genre, and more.

Dungeons & Dragons Basic/ExpertThe Lost March
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Hexcrawl, Resource Management, Deadly, Vancian Casting, Descending AC, Domain Management, Sandbox, Random TablesClassic Fantasy, Sandbox, Exploration, Hexcrawl, Dungeon Crawl, Faction Play, Domain Management, Random Character Creation, Vancian Casting, Inventory Management
Core MechanicRoll 1d20 with the relevant modifiers and meet or exceed the target shown on the attack or saving-throw table. Attack targets account for the opponent's descending Armor Class.A skill check rolls a pool of d6s equal to the skill level: one to five dice, plus a die for some class bonuses. Normally a 6 is a success and a 5 is a partial success. An Ability adjustment either widens the success range or adds a critical-failure range on the lowest faces. Settlement, wilderness and combat checks are opposed by the referee's dice, where equal results cancel and a partial success downgrades a full one. In combat, successes and partial successes are assigned to attack or defend. A hit deals the weapon's maximum damage on a success or its minimum on a partial success.
Diced20d6 dice pool
ComplexityHighLow
AvailabilityPaidFree core rules
Runnability5 of 5 book tools4 of 5 book tools
LicenseAll Rights ReservedProprietary
Third-Party PublishingNo verified route foundNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherTSR Hobbies, Inc.Fausto Botta
Year19812025
LanguagesEnglish, FrenchEnglish
Best ForGroups who want dangerous fantasy expeditions built around exploration and managing supplies. Campaigns can grow from dungeon treasure hunts into wilderness travel and ruling a territory.Groups who want a long old-school sandbox campaign that turns treasure into faction rank, training and eventually conquered land.
Highlights
  • Ten-minute dungeon turns make searching and resting consume supplies under wandering-monster pressure.
  • Reaction and morale rolls give encounters outcomes beyond fighting to the death.
  • Stronghold construction and settler taxes turn adventuring wealth into territorial responsibilities.
  • There are no hit points: wounds lower Ability scores directly, so an injured character can carry less treasure home.
  • The lawful factions sell ranks and months of training for gold, so treasure replaces experience as the advancement currency.
  • Each exploration turn, the referee secretly rolls hazard dice sized by difficulty (1d6 on plains, 3d6 in swamps), and each 5 or 6 adds a complication or an encounter.
Considerations
  • Playing through level 14 requires both the Basic and Expert rulebooks.
  • Class-based advancement offers little customization beyond equipment and spell selection.
  • Characters die at zero hit points, and some failed saves kill them immediately.
  • Dice resolve only a set of defined checks, so players usually get past traps and puzzles by describing what their characters do rather than by rolling a skill.
  • Wounds normally heal at one Ability point per day of rest, and ten or more days of healing cost a month of training.
  • Characters begin as agents of a supremacist colonial reconquest, a premise the book states openly and asks the referee to expose through play.