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Scarlet Heroes vs Vagabond

Compare Scarlet Heroes and Vagabond side by side. See differences in complexity, dice, genre, and more.

Scarlet HeroesVagabond
GenreFantasyFantasy
TagsSolo-Friendly, Sandbox, Dungeon Crawl, Low-Prep, Random Tables, Heroic, Ascending ACFast-Paced, Character Building, Dungeon Crawl, Sandbox, Heroic, Pulp Action, Solo-Friendly, Player-Only Rolls, Mana Points
Core MechanicChecks: roll 2d8 + attribute modifier + highest relevant trait vs. difficulty number. Attacks: roll d20 + attack bonus vs. AC 20. Unique damage conversion: each damage die reads individually (1 = 0, 2–5 = 1 point, 6–9 = 2 points, 10+ = 4 points), making a single hero viable against hordes. Heroes roll a Fray die each round to auto-damage lesser enemies.Roll d20 vs. Difficulty (20 − Stat, doubled if Trained). Crit on nat 20, fail below Difficulty. All rolls player-facing. Spend Luck for Advantage (Favor) or rerolls (Fluke). Three saves: Endure (MIT×2), Reflex (DEX+AWR), Will (RSN+PRS). Defend with Block or Dodge on off-turns. Mana-based magic scales one spell from cantrip to nuke. Enemy AI action gambits run monsters for the GM.
Dice2d8 / d20d20
ComplexityLowLow
AvailabilityFree quickstartFree quickstart
Runnability4 of 5 book tools1 of 5 book tools
LicenseOGL 1.0aOpen Compatibility
Third-Party PublishingNot yet researchedNot yet researched
PublisherSine Nomine PublishingLand of the Blind
Year20142024
LanguagesEnglishEnglish
Best ForSolo players, duet groups (1 player + 1 GM), or anyone wanting to run classic old-school adventures without a full party: one hero can tackle any module.Groups wanting modern character depth married to old-school speed: 20+ ancestries, 17 classes, non-Vancian mana magic, and built-in solo/co-op/guided play.
HighlightsSolo and duet scaling makes any old-school module playable with one hero, Fray die and damage conversion solve the action economy, solo oracle and adventure generators included, compatible with B/X and OSR modules, Red Tide setting includedMana-based magic scales a single spell from cantrip to high-powered effect, so casters shape output on the fly instead of tracking fixed spell slots. Enemy action gambits run monsters from decision tables, removing per-turn tactical choices from the GM's workload. A spendable Luck pool buys Advantage or rerolls, turning swing into a resource players ration across a session.
ConsiderationsSolo adventure tools require creative self-GMing, Red Tide setting is baked in (though easily reskinned), limited character options compared to full OSR games, older layoutDense class and ancestry options can overwhelm new players. Pulp-fantasy tone limits grimdark play. All rolls are player-facing, so the GM never rolls dice and every check rests on the players.