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Old-School Essentials vs Ultraviolet Grasslands and the Black City

Compare Old-School Essentials and Ultraviolet Grasslands and the Black City side by side. See differences in complexity, dice, genre, and more.

Old-School EssentialsUltraviolet Grasslands and the Black City
GenreFantasyFantasy, Sci-Fi, Post-Apocalyptic
TagsDungeon Crawl, Exploration, Hexcrawl, Deadly, Sandbox, Resource Management, Inventory Management, Random Tables, Vancian Casting, Strong GM SupportJourney, Exploration, Sandbox, Resource Management, Inventory Management, Random Tables, Improvisation, Strong GM Support, Gonzo, Weird
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.Roll d20 + the relevant stat + a trained skill bonus to exceed a target number. A natural 1 fails and a natural 20 succeeds. Advantage adds a die and keeps the better result; disadvantage keeps the worse result, and the two cancel. Some tests instead read the total on an outcome table.
Diced20d20
ComplexityLowHigh
AvailabilityFree core rulesFree quickstart
Runnability5 of 5 book tools5 of 5 book tools
LicenseOGL 1.0aProprietary
Third-Party PublishingCommercial publishing allowed — Open licenseCommercial publishing allowed — When Time Fades compatibility license
Summary only, not legal advice. Check current terms before publishing.
PublisherNecrotic GnomeExalted Funeral Press
Year20192019
LanguagesEnglish, Italian, Spanish, French, Czech, Portuguese, Chinese, KoreanEnglish, Portuguese
Best ForGroups who want treasure-driven dungeon expeditions and open wilderness campaigns with fragile starting characters.Groups who want a long science-fantasy caravan campaign centered on exploration, trade, and survival across an open-ended world.
HighlightsTreasure 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.Weekly travel procedures connect supplies and setbacks to the time available for exploration. Discoveries award experience for reaching and investigating unfamiliar places. Market research and trade-route investments let a caravan turn geographical knowledge into income.
ConsiderationsCharacters 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.The included SEACAT rules are an excerpt rather than the complete engine, and most spells are omitted. A week of rest normally restores only one damaged attribute or condition. The setting includes slavery, drug addiction, and body horror.