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Dungeons & Dragons vs White Box: FMAG

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

Dungeons & DragonsWhite Box: FMAG
GenreFantasyFantasy
Play StyleTactical, Heroic, Dungeon Crawl, Character Building, High-Fantasy, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending ACRules-Light, Classic Fantasy, Dungeon Crawl, Deadly, Hackable, Beginner-Friendly, Random Character Creation, Vancian Casting, Descending AC, Hexcrawl
Core MechanicRoll d20 + modifier against a target DC (for ability checks and saving throws) or AC (for attacks). Meeting or exceeding the target succeeds. Advantage rolls 2d20 and takes the higher; disadvantage takes the lower, replacing most situational modifiers.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
ComplexityMediumVery Low
AccessibilityVery HighVery High
RunnabilityHighHigh
LicenseCC BY 4.0 (SRD); core books proprietaryOGL 1.0a
Cost$$$Free/$
PublisherWizards of the CoastSeattle Hill Games
Year20242016
Best ForGroups who want heroic fantasy combining tactical grid combat with deep character-build options, scaling from one-shots up through long multi-tier campaigns.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.
HighlightsAdvantage and disadvantage collapse most situational modifiers into one mechanic: roll a second d20 and keep the higher or lower, so play rarely stops to total small bonuses. Each of the 12 classes offers four subclasses in the 2024 Player's Handbook, letting players reshape a class's role without multiclassing. Bounded accuracy keeps proficiency bonuses small, so low-level threats stay relevant in numbers and DCs read consistently across all tiers.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. Free PDF and under $5 in print makes it one of the most accessible OSR games. Intentional rules gaps and a blank House Rules page explicitly invite customization.
ConsiderationsHigh-level play (tier 3–4) introduces significant spell interaction complexity and encounter balancing challenges for GMs. No official rules for non-fantasy genres. Three core books at $50 each represent a significant investment for the full rules.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.