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OSRIC vs Skies Above

Compare OSRIC and Skies Above side by side. See differences in complexity, dice, genre, and more.

OSRICSkies Above
GenreFantasyFantasy
TagsDungeon Crawl, Tactical, High-Fantasy, Character Building, Theater of the Mind, Heroic, Descending AC, Vancian CastingJRPG, Cinematic, Tactical, High-Fantasy, Heroic, Character Building, Mana Points, Theater of the Mind, Lore-Heavy
Core MechanicRoll d20 + modifiers vs. target numbers (THAC0/AC for combat, saving throws for hazards). Ability scores rolled on 3d6, class and level determine hit dice, spells, and abilities. GM acts as referee for rulings.Roll d8 + two Attributes + modifiers against a Target Number (typically 10, increasing in steps of 4 for harder tasks). Natural 8s explode, rolling and adding again; every additional 8 raises the Critical Level, scaling damage and effects. A natural 1 is an Epic Fail that halves the character's Defences until their next turn. Critical hits dealt and taken generate Overdrive: once eight stacks accumulate, characters spend them to take an additional action that round, modeling the limit-break payoff of classic JRPGs.
Diced20d8
ComplexityMediumMedium
AvailabilityFree core rulesFree quickstart
Runnability2 of 5 book tools4 of 5 book tools
LicenseAELF + CC BY 4.0 (SRD 5.1)All Rights Reserved
Third-Party PublishingNot yet researchedNot yet researched
PublisherMythmere GamesLost Haven Studio
Year20252026
LanguagesEnglishEnglish
Best ForPlayers who want the classic AD&D 1e experience with cleaner organization, well-defined rules for combat and spells, and a huge library of compatible OSR content.Groups who want a JRPG-inspired tabletop adventure: picking from twelve jobs like Dragoon, Dark Mage, or Engineer, channeling elemental magic blessed by eight goddesses, and journeying by airship across floating sky-islands in the aftermath of a magical cataclysm.
HighlightsFaithful AD&D 1e rules reorganized for clarity, large back-catalog of compatible adventures, middle-ground complexity between B/X and modern D&D, free PDF availableExploding d8 with stacking Critical Levels: multiple natural 8s in a row cascade into larger crits and bigger effects, so heroic moments scale rather than cap. Overdrive accumulates from critical hits dealt and received, and spending eight stacks grants an additional action that round, giving combat a JRPG limit-break rhythm. Twelve job roles span melee, magic, ranged, and support archetypes, and characters add a second job at level 12 to cross-pollinate abilities and weapon ranks. Eight elemental goddesses anchor both magic and the bestiary: every Skyfolk lineage is blessed with resistance to one element, and creatures carry specific elemental weaknesses that double incoming damage.
ConsiderationsDeliberately old-school: THAC0 and descending AC may confuse modern players, less balanced than modern systems, relies heavily on GM rulings, limited character customization compared to newer gamesCombat is the most heavily detailed pillar of the rules, with conditions, elemental damage, front/back row positioning, and an optional battlefield grid: investigation, intrigue, and downtime get coverage but less mechanical depth. Light and Dark Mages cannot learn from the opposing path, locking each spellcaster out of half the elemental spell list and pushing magical variety into multi-job characters. The exploding-d8 swing is wide: consecutive 8s can demolish encounters while a natural 1 halves a character's Defences and opens them to brutal counters. Setting and mechanics are tightly woven: Skyfolk lineages, the eight Goddesses, and post-Breaking lore are baked into character options rather than presented as swappable flavor.