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Old-School Essentials vs The Lost March

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

Old-School EssentialsThe Lost March
GenreFantasyFantasy
TagsDungeon Crawl, Exploration, Hexcrawl, Deadly, Sandbox, Resource Management, Inventory Management, Random Tables, Vancian Casting, Strong GM SupportClassic Fantasy, Sandbox, Exploration, Hexcrawl, Dungeon Crawl, Faction Play, Domain Management, Random Character Creation, Vancian Casting, Inventory Management
Core MechanicAttacks 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.A skill check rolls a pool of d6s equal to the skill level: one to five dice, plus a die for some class bonuses. Normally a 6 is a success and a 5 is a partial success. An Ability adjustment either widens the success range or adds a critical-failure range on the lowest faces. Settlement, wilderness and combat checks are opposed by the referee's dice, where equal results cancel and a partial success downgrades a full one. In combat, successes and partial successes are assigned to attack or defend. A hit deals the weapon's maximum damage on a success or its minimum on a partial success.
Diced20d6 dice pool
ComplexityLowLow
AvailabilityFree core rulesFree core rules
Runnability5 of 5 book tools4 of 5 book tools
LicenseOGL 1.0aProprietary
Third-Party PublishingCommercial publishing allowed — Open licenseNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherNecrotic GnomeFausto Botta
Year20192025
LanguagesEnglish, Italian, Spanish, French, Czech, Portuguese, Chinese, KoreanEnglish
Best ForGroups who want treasure-driven dungeon expeditions and open wilderness campaigns with fragile starting characters.Groups who want a long old-school sandbox campaign that turns treasure into faction rank, training and eventually conquered land.
Highlights
  • 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.
  • There are no hit points: wounds lower Ability scores directly, so an injured character can carry less treasure home.
  • The lawful factions sell ranks and months of training for gold, so treasure replaces experience as the advancement currency.
  • Each exploration turn, the referee secretly rolls hazard dice sized by difficulty (1d6 on plains, 3d6 in swamps), and each 5 or 6 adds a complication or an encounter.
Considerations
  • 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.
  • Dice resolve only a set of defined checks, so players usually get past traps and puzzles by describing what their characters do rather than by rolling a skill.
  • Wounds normally heal at one Ability point per day of rest, and ten or more days of healing cost a month of training.
  • Characters begin as agents of a supremacist colonial reconquest, a premise the book states openly and asks the referee to expose through play.