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Original Dungeons & Dragons vs White Box: FMAG

Compare Original Dungeons & Dragons and White Box: FMAG side by side. See differences in complexity, dice, genre, and more.

Original Dungeons & DragonsWhite Box: FMAG
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Exploration, Sandbox, Random Tables, Vancian Casting, Descending AC, Domain ManagementRules-Light, Classic Fantasy, Dungeon Crawl, Deadly, Hackable, Beginner-Friendly, Random Character Creation, Vancian Casting, Descending AC, Hexcrawl
Core MechanicAbility scores are rolled on 3d6, and combat uses a d20 attack matrix keyed to class or Hit Dice and Armor Class. Initiative uses dice, saving throws use class-and-level tables, and spellcasters have limited spells remembered per adventure.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
ComplexityHighVery Low
AvailabilityPaidFree core rules
Runnability3 of 5 book tools2 of 5 book tools
LicenseProprietaryOGL 1.0a
Third-Party PublishingNot yet researchedNot yet researched
PublisherTactical Studies RulesSeattle Hill Games
Year19742016
LanguagesEnglishEnglish
Best ForGroups who want an early fantasy campaign game with dungeon expeditions, open wilderness play, and substantial referee adjudication. It fits tables willing to choose or adapt procedures when the rules leave room.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.
Highlights
  • A class-and-level attack matrix turns a d20 roll into a direct Armor Class result.
  • Separate dungeon, wilderness, aerial, and naval procedures let a campaign expand beyond expeditions.
  • Referee-facing dungeon design and stronghold rules support an open campaign beyond a prepared scenario.
  • Attribute 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.
Considerations
  • Classes, race limits, spell lists, and attack matrices impose a specific early D&D structure.
  • The original rules distribute important procedures across separate subjects rather than one universal task rule.
  • Running strict 1974 requires separating the original rules from Chainmail references and later compilation material.
  • Four 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.