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OSRIC vs Those Who Wander

Compare OSRIC and Those Who Wander side by side. See differences in complexity, dice, genre, and more.

OSRICThose Who Wander
GenreFantasyFantasy
TagsDungeon Crawl, Tactical, High-Fantasy, Character Building, Theater of the Mind, Heroic, Descending AC, Vancian CastingHeroic, High-Fantasy, Character Building, Classless, Tactical, Worldbuilding, Vancian Casting, Crunchy
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 d20 + ability bonus + proficiency bonus against a Difficulty Score. Abilities use direct modifiers (−1 to +5) instead of base scores, removing a calculation step from every roll. Character progression replaces classes and levels with a 20-step path: at each step you choose between two or more diverging features, and prerequisites gate later options.
Diced20d20
ComplexityMediumMedium
AvailabilityFree core rulesFree quickstart
Runnability2 of 5 book tools4 of 5 book tools
LicenseAELF + CC BY 4.0 (SRD 5.1)Proprietary (free Essential Rules quickstart)
Third-Party PublishingNot yet researchedNot yet researched
PublisherMythmere GamesGnome Made Games
Year20252022
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 familiar with d20 fantasy who want deeper character customization, inclusive design covering any parentage pairing and accessibility for disabled characters, and long campaigns where each hero's 20-step path diverges from the rest of the party.
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 availableParentage system inherits traits from any two birth parents across 15 peoples (dwarven, elven, human, halfling, avian, celestial, draconic, genie, gnoll, gnomish, goblin, kobold, infernal, orc, plus Complex Parentage) for hundreds of pairing combinations. Accessibility rules treat Blind and Deaf characters as mechanically viable heroes and integrate prosthetics and wheelchairs as part of the character. The 20-step branching progression replaces classes and levels: each step is a choice between two or more features that gate further specializations. Awakening heirlooms (weapons, armor, trinkets) gain new properties as characters take steps, growing in power and personality alongside their owner.
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 games477-page rulebook with substantial mechanical innovation in character creation requires significant reading before a first session. No adventures are included in the core rules: GMs must design their own scenarios or source from d20-compatible content. The steps system departs from familiar level/class structure, so players coming from d20 fantasy must learn a new progression model. No native rolled initiative: the storyteller chooses one of four ability-based turn-order methods at the start of each combat.