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Knave vs White Box: FMAG

Compare Knave and White Box: FMAG side by side. See differences in complexity, dice, genre, and more.

KnaveWhite Box: FMAG
GenreFantasyFantasy
TagsClassless, Rules-Light, Dungeon Crawl, Hackable, Ascending AC, Vancian Casting, Random TablesRules-Light, Classic Fantasy, Dungeon Crawl, Deadly, Hackable, Beginner-Friendly, Random Character Creation, Vancian Casting, Descending AC, Hexcrawl
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.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
ComplexityVery LowVery Low
AvailabilityPaidFree core rules
Runnability5 of 5 book tools2 of 5 book tools
LicenseProprietaryOGL 1.0a
Third-Party PublishingNot yet researchedNot yet researched
PublisherQuesting Beast LLCSeattle Hill Games
Year20242016
LanguagesEnglishEnglish
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 wanting the simplest possible version of original D&D: four classes, compressed modifiers, and intentional rules gaps that invite house rules and Referee creativity.
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 bookAttribute 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.
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 designFour 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.