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Knave vs Old-School Essentials

Compare Knave and Old-School Essentials side by side. See differences in complexity, dice, genre, and more.

KnaveOld-School Essentials
GenreFantasyFantasy
TagsClassless, Rules-Light, Dungeon Crawl, Hackable, Ascending AC, Vancian Casting, Random TablesDungeon Crawl, Exploration, Hexcrawl, Deadly, Sandbox, Resource Management, Inventory Management, Random Tables, Vancian Casting, Strong GM Support
Core MechanicRoll d20 + ability score (1–10) vs. 11 + difficulty modifier. No classes: your abilities come from what you carry. Item slot inventory means every piece of gear is a meaningful choice. Spellbooks occupy an item slot and can be cast once per day (INT times per day total). 100 random careers provide starting equipment and flavor. Wounds reduce ability scores directly.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
ComplexityVery LowLow
AvailabilityPaidFree core rules
Runnability5 of 5 book tools5 of 5 book tools
LicenseProprietaryOGL 1.0a
Third-Party PublishingNot yet researchedCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
PublisherQuesting Beast LLCNecrotic Gnome
Year20242019
LanguagesEnglishEnglish, Italian, Spanish, French, Czech, Portuguese, Chinese, Korean
Best ForGroups who want a classless, inventory-driven OSR game where characters are defined entirely by their equipment: with brilliant random tables and a full worldbuilding toolkit.Groups who want treasure-driven dungeon expeditions and open wilderness campaigns with fragile starting characters.
HighlightsClassless: gear defines the character, item slot inventory makes every choice meaningful, extensive random tables for worldbuilding, CC BY license allows free modification, fits in a small bookTreasure 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.
ConsiderationsNo character classes may feel directionless for some players, very swingy d20 rolls with low ability scores, minimal rules means heavy GM improvisation, combat is basic by designCharacters 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.