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Five Torches Deep vs Shadowdark RPG

Compare Five Torches Deep and Shadowdark RPG side by side. See differences in complexity, dice, genre, and more.

Five Torches DeepShadowdark RPG
GenreFantasyFantasy
TagsDungeon Crawl, Tactical, Resource Management, Rules-Light, Gritty, Ascending AC, Vancian Casting, Roll to CastDeadly, Dungeon Crawl, Rules-Light, Theater of the Mind, Roll to Cast, Random Tables, Resource Management, Inventory Management, Random Character Creation, Strong GM Support
Core MechanicRoll d20 + modifier vs DC 11 (most checks). Four classes (Warrior, Thief, Zealot, Mage), levels 1–9. Supply (SUP) abstracts consumables, load limits gear, and equipment can break via durability rolls. Magic carries mishap risk. Compatible with both 5e and B/X adventures.Roll a d20 plus the relevant stat modifier and meet or beat the difficulty class or Armor Class. Advantage and disadvantage use two rolls and keep the better or worse result.
Diced20d20
ComplexityLowLow
AvailabilityFree core rulesFree quickstart
Runnability4 of 5 book tools5 of 5 book tools
LicenseOGL 1.0aShadowdark RPG Third-Party License Version 1.1
Third-Party PublishingNot yet researchedCommercial publishing allowed — Shadowdark RPG Third-Party License
Summary only, not legal advice. Check current terms before publishing.
PublisherSigil Stone PublishingThe Arcane Library
Year20192023
LanguagesEnglishEnglish, French, Italian, Portuguese
Best ForGroups who like 5e's core d20 feel but want OSR resource scarcity, simplified classes, and deadlier dungeon crawling.Groups who want dangerous dungeon expeditions driven by resource choices and player ingenuity. Suits campaigns where recovering treasure matters more than defeating every monster.
HighlightsBridges 5e familiarity with OSR lethality, supply system elegantly handles torches and rations, fits in 48 pages, dual-compatible with 5e and B/X contentTorches burn for one hour of real time, putting a time limit on dungeon exploration. Gear slots make carrying treasure compete with supplies needed to survive the return trip. Procedural generators let the GM create dungeons and encounters during play.
ConsiderationsVery slim: GMs may need to house-rule gaps, limited character options compared to full 5e, magic mishap table can feel punishing, no bestiary includedLow starting hit points make a few successful attacks potentially fatal. Class talents are rolled at odd-numbered levels, limiting control over advancement. Social interaction relies mainly on spoken arguments and GM judgment rather than a dedicated conflict subsystem.