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Dungeons & Dragons Basic/Expert vs White Box: FMAG

Compare Dungeons & Dragons Basic/Expert and White Box: FMAG side by side. See differences in complexity, dice, genre, and more.

Dungeons & Dragons Basic/ExpertWhite Box: FMAG
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Hexcrawl, Resource Management, Deadly, Vancian Casting, Descending AC, Domain Management, Sandbox, Random TablesRules-Light, Classic Fantasy, Dungeon Crawl, Deadly, Hackable, Beginner-Friendly, Random Character Creation, Vancian Casting, Descending AC, Hexcrawl
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.Roll d20 + modifiers against a target number derived from the defender's Armor Class (descending AC by default, ascending AC optional). Attribute modifiers are compressed to −1, 0, or +1. Each class has a single saving throw number that improves with level. Side-based initiative is rolled each round on d6.
Diced20d20
ComplexityHighVery Low
AvailabilityPaidFree core rules
Runnability5 of 5 book tools2 of 5 book tools
LicenseAll Rights ReservedOGL 1.0a
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherTSR Hobbies, Inc.Seattle Hill Games
Year19812016
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 wanting the simplest possible version of original D&D: four classes, compressed modifiers, and intentional rules gaps that invite house rules and Referee creativity.
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.
  • Attribute modifiers compressed to −1/0/+1 keeps math fast and reduces stat dependency.
  • Complete game in 143 pages including monsters, treasure, spells, and wilderness/dungeon procedures.
  • A free PDF and a low-cost print edition make it one of the most accessible OSR games.
  • Intentional rules gaps and a blank House Rules page explicitly invite customization.
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.
  • Four classes (three without the optional Thief) limits character variety.
  • No formal skill system: the Referee adjudicates all non-combat actions.
  • Level tables cap at 10, requiring house rules for extended campaigns.