Low Fantasy Gaming vs Old-School Essentials
Compare Low Fantasy Gaming and Old-School Essentials side by side. See differences in complexity, dice, genre, and more.
| Low Fantasy Gaming | Old-School Essentials | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Low-Fantasy, Gritty, Deadly, Sword & Sorcery, Corruption, Sandbox, Dungeon Crawl, Random Tables, Strong GM Support, Hackable | Dungeon Crawl, Exploration, Hexcrawl, Deadly, Sandbox, Resource Management, Inventory Management, Random Tables, Vancian Casting, Strong GM Support |
| Core Mechanic | Combat uses standard d20 + class attack bonus + ability modifier vs. Armour Class. Out of combat, attribute checks roll equal-or-under (1d20 ≤ attribute, with degrees of success), and skills add +1 and grant access to a level-based Reroll Pool that smooths the d20 swing. Dropping to zero hit points triggers an All Dead vs. Mostly Dead check and a roll on the Injuries & Setbacks table (lost eyes and limbs, broken ribs, madness, permanent scars). Spell casting is uncertain: every cast carries a cumulative 1-in-20 chance of triggering the Dark & Dangerous Magic d100 table, which can mutate the caster, sap Luck, or summon hostile aberrations. The Luck attribute itself is a depleting meta-resource that fuels saves, Major Exploits, and Rescue Exploits. | 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. |
| Dice | d20 | d20 |
| Complexity | Medium | Low |
| Availability | Free core rules | Free core rules |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | OGL 1.0a | OGL 1.0a |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Open license |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Pickpocket Press | Necrotic Gnome |
| Year | 2020 | 2019 |
| Languages | English | English, Italian, Spanish, French, Czech, Portuguese, Chinese, Korean |
| Best For | Groups who want gritty low-magic fantasy where every combat carries real consequences (broken bones, lost limbs, madness) and where casting a spell is a calculated gamble that can corrupt the caster or summon something worse. | Groups who want treasure-driven dungeon expeditions and open wilderness campaigns with fragile starting characters. |
| Highlights | Dark & Dangerous Magic puts every spell at risk of triggering a d100 corruption table (mutations, summoned aberrations, Luck loss, madness) with the chance climbing by 1 in 20 each cast until it fires, making sorcery a calculated gamble rather than reliable utility. Martial Exploits layer creative combat moves (Minor, Major, and Rescue) on top of a successful hit, such as disarms, decapitations, or throwing an ally clear of a fireball, fueled by depleting Luck checks rather than a fixed action menu, so combats are improvisation-driven rather than rotation-driven. Every PC designs a Unique Feature at 3rd, 6th, 9th, and 12th level in conversation with the GM, working off 36 worked examples (Awakened Host, Faustian Pact, Skill Prodigy, Slippery Bastard) that each scale through low, moderate, and high power tiers the table can cherry-pick. | 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 | Magic Users are deliberately weaker than other classes: no at-will spells, no teleport, no mind reading, no resurrection, and every cast risks a corruption effect, so spell-focused players have to accept playing a high-risk role that can lose its toolkit mid-adventure. The 12th-level cap shortens the campaign arc: the book trades long-haul progression for keeping monsters threatening and magic spectacular, but groups expecting decades-long advancement curves will hit the ceiling. Permanent injuries from the Injuries & Setbacks table are a regular outcome of going to zero hit points, and short of rare in-setting healing magic those disabilities stay, which can frustrate groups attached to keeping their characters physically whole. | 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. |