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Rock & Stone vs Shadowdark RPG

Compare Rock & Stone and Shadowdark RPG side by side. See differences in complexity, dice, genre, and more.

Rock & StoneShadowdark RPG
GenreFantasyFantasy
TagsClassic Fantasy, Comedy, Dungeon Crawl, Fast-Paced, Heroic, High-Power, Random Tables, Rules-Light, Strong GM Support, Theater of the MindDeadly, Dungeon Crawl, Rules-Light, Theater of the Mind, Roll to Cast, Random Tables, Resource Management, Inventory Management, Random Character Creation, Strong GM Support
Core MechanicFor a test, roll a d20 and add the relevant skill; a total above the GM-set difficulty succeeds, while an exact match succeeds with a complication. Natural 20s and 1s produce especially heroic successes and fatal failures.Roll a d20 plus the relevant stat modifier and meet or beat the difficulty class or Armor Class. Advantage and disadvantage use two rolls and keep the better or worse result.
Diced20d20
ComplexityLowLow
AvailabilityFree core rulesFree quickstart
Runnability2 of 5 book tools5 of 5 book tools
LicenseAELF Open License Version 1.0aShadowdark RPG Third-Party License Version 1.1
Third-Party PublishingCommercial publishing allowed — AELF Open License Version 1.0aCommercial publishing allowed — Shadowdark RPG Third-Party License
Summary only, not legal advice. Check current terms before publishing.
PublisherSebastian HahnThe Arcane Library
Year20252023
LanguagesEnglishEnglish, French, Italian, Portuguese
Best ForGroups who want a fast, rules-light dungeon crawl about unusually capable dwarven mercenaries, with a compact setting and a ready-to-run starting adventure.Groups who want dangerous dungeon expeditions driven by resource choices and player ingenuity. Suits campaigns where recovering treasure matters more than defeating every monster.
HighlightsGold committed to the dwarven hoard pays for levels, tying treasure recovery directly to advancement. Archetypes grant selectable active and passive abilities, giving each dwarf a distinct role within the shared skill system. Carousing turns a between-adventure roll into complications and opportunities that can seed later expeditions.Torches burn for one hour of real time, putting a time limit on dungeon exploration. Gear slots make carrying treasure compete with supplies needed to survive the return trip. Procedural generators let the GM create dungeons and encounters during play.
ConsiderationsCharacters are built around the last-dwarves premise, although the rules permit other heroes. Advancement grants its largest skill and ability gains through level four, after which levels add only hit points and one skill point. Spells are fixed archetype abilities with limited daily uses, so groups seeking open-ended magic will not find it here.Low starting hit points make a few successful attacks potentially fatal. Class talents are rolled at odd-numbered levels, limiting control over advancement. Social interaction relies mainly on spoken arguments and GM judgment rather than a dedicated conflict subsystem.