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Dungeons & Dragons Rules Cyclopedia vs Old-School Essentials

Compare Dungeons & Dragons Rules Cyclopedia and Old-School Essentials side by side. See differences in complexity, dice, genre, and more.

Dungeons & Dragons Rules CyclopediaOld-School Essentials
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Exploration, Hexcrawl, Random Tables, Vancian Casting, Descending AC, Base-Building, Domain Management, CrunchyDungeon Crawl, Exploration, Hexcrawl, Deadly, Sandbox, Resource Management, Inventory Management, Random Tables, Vancian Casting, Strong GM Support
Core MechanicAttacks roll 1d20 plus modifiers against a class-and-level target for the defender's Armor Class. Saving throws roll 1d20 against class-and-level targets. Ability checks roll 1d20 at or below the relevant ability score.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
ComplexityHighLow
AvailabilityPaidFree core rules
Runnability5 of 5 book tools5 of 5 book tools
LicenseAll Rights ReservedOGL 1.0a
Third-Party PublishingNo verified route foundCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
PublisherTSR, Inc.Necrotic Gnome
Year19912019
LanguagesEnglish, JapaneseEnglish, Italian, Spanish, French, Czech, Portuguese, Chinese, Korean
Best ForGroups who want a classic fantasy campaign that grows from dangerous dungeon expeditions to managing a territory. It suits tables willing to learn additional procedures as the campaign expands.Groups who want treasure-driven dungeon expeditions and open wilderness campaigns with fragile starting characters.
Highlights
  • Dungeon turn procedures make exploration a schedule of resource use and encounter checks.
  • The War Machine resolves large battles without playing out every soldier's attack.
  • Stronghold costs and dominion income give adventurers rules for becoming rulers.
  • 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
  • Dwarf, elf, and halfling classes normally have lower level caps than human classes.
  • Starting ability scores are random, so a character may not qualify for a preferred class.
  • Characters normally die at 0 hit points, making low-level encounters risky.
  • 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.