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Loot and Scoot Incorporated vs Old-School Essentials

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

Loot and Scoot IncorporatedOld-School Essentials
GenreSci-Fi, Horror, Post-ApocalypticFantasy
TagsBeginner-Friendly, Comedy, Deadly, Dungeon Crawl, Inventory Management, Mission-Based, Resource Management, TacticalDungeon Crawl, Exploration, Hexcrawl, Deadly, Sandbox, Resource Management, Inventory Management, Random Tables, Vancian Casting, Strong GM Support
Core MechanicWhen an action is uncertain, roll 1d6: a 5–6 fully succeeds, a 2–4 succeeds with a minor complication, and a 1 fails with a major complication. Advantage or disadvantage adds dice and keeps the highest or lowest result.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.
Diced6d20
ComplexityMediumLow
AvailabilityPaidFree core rules
Runnability3 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.
PublisherUltimate Hyper GamesNecrotic Gnome
Year20252019
LanguagesEnglishEnglish, Italian, Spanish, French, Czech, Portuguese, Chinese, Korean
Best ForGroups that want cooperative extraction missions built around real-time pressure, hazardous grid movement, and campaign bookkeeping.Groups who want treasure-driven dungeon expeditions and open wilderness campaigns with fragile starting characters.
Highlights
  • Timed Mode uses a real countdown for salvage shifts, then converts the final escape into a 30-turn countdown.
  • Encumbrance ties each recovered item's size and carrying method to movement, forcing the crew to balance profit against escape speed.
  • Death triggers automated cloning that consumes organic material and CloneChips, keeping lethal hazards in play without ending the campaign.
  • Treasure 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.
Considerations
  • The salvage phase is designed around mapped grid movement, and Timed Mode requires active timer management.
  • Characters begin without mechanical build choices or an advancement track, so equipment and optional cloning mishaps carry most long-term differentiation.
  • Campaign play centers on debt and hauling logistics, making economic bookkeeping part of every cycle.
  • Characters 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.