TTRPG Wiki

Compare tabletop RPG systems to find your next game

Vagabond

Core Rulebook
Old-school dungeon crawling rebuilt from the ground up for modern heroes
View on DriveThruRPG →This page contains affiliate links. If you purchase through them, we may earn a small commission at no extra cost to you.
fantasy
Fast-PacedCharacter BuildingDungeon CrawlSandboxHeroicPulp ActionSolo-FriendlyPlayer-Only RollsMana Points
Languages: English
Diced20
System FamilyStandalone
Cost$$
LicenseOpen Compatibility
PublisherLand of the Blind
Year2024
Complexity Low
Accessibility High
Runnability Very Low

Core Mechanic

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.

Best For

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.

Highlights

Mana-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.

Considerations

Dense 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.