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Dungeons & Dragons Rules Cyclopedia vs White Box: FMAG

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

Dungeons & Dragons Rules CyclopediaWhite Box: FMAG
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Exploration, Hexcrawl, Random Tables, Vancian Casting, Descending AC, Base-Building, Domain Management, CrunchyRules-Light, Classic Fantasy, Dungeon Crawl, Deadly, Hackable, Beginner-Friendly, Random Character Creation, Vancian Casting, Descending AC, Hexcrawl
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.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, Inc.Seattle Hill Games
Year19912016
LanguagesEnglish, JapaneseEnglish
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 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
  • 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.
  • 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
  • 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.
  • 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.