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- RETROCLONE COMPARISON
- TSR GAMES
- ----------
- Original Dungeons & Dragons
- Free?: Out of print, technically no
- The original game of adventure, created by fusing Arneson's fantasy Braunstein campaign with Gygax's Chainmail medieval combat rules. OD&D is relatively short and has rules that generally require a great deal of interpretation due to the way it grew out of actual games. Compared to all other games after it, OD&D has the least degree of statistical granularity - most damage rolls are d6, while stat bonuses never get greater than +1.
- Basic/Expert (B/X)
- Free?: Out of print, technically no
- "Basic" Dungeons and Dragons was the result of a third-party author, John Eric Holmes, approaching TSR during the development of AD&D and offering to rewrite OD&D into an introductory version. TSR thought a "Basic" set with simpler rules for levels 1-3 would help ease players into the "Advanced" line and took him up on the offer. The Basic rules continued to be updated afterwards, with later versions by Tom Moldvay (Moldvay B/X). Confusingly, TSR later released an "Expert" version of the rules (written by David Cook), as some players preferred the Basic rules to the Advanced version and wanted to continue past level 3 rather than transferring their campaign to the Advanced ruleset.
- Key features
- -Greater impact of character attributes: bonus modifiers go from +1 at 13 to +3 at 18
- -race-as-class
- -descending AC with unarmoured AC at AC9
- -some weapon variation, with damage die using d4/d6/d8/d10
- -To-hit rolls formatted as a table
- -encumbrance measured in the very cumbersome "coins"
- Advanced Dungeons & Dragons (AD&D, sometimes 1e or 2e)
- Free?: Out of print, technically no
- After the popularity of OD&D, Gygax revised OD&D's rules, adding new complexity. AD&D 1e is sprawling, huge, and an organizational mess - debates still occur about how to resolve initiative in the system as written, and much like OD&D some interpretation of the ruleset can be required. The later 2nd edition revision improved the organization considerably.
- Key features:
- -Percentile strength
- -higher granularity in stat bonuses (rather than a uniform +1, the bonuses granted by high strength would be different based on different tasks)
- -separation of race and class
- -descending AC, with unarmoured AC at AC10
- -considerable weapon and armour variation, with a range of different damage dice for different weapons and different damage dice rolled based on size of target. Optional subtables show different interactions between
- -to hit rolls listed as "THAC0", which outputs fundamentally similar results to a lookup table but saves space
- -large number of subsystems and different dice rolling methods
- -large number of published settings
- -Gold for XP is a feature of 1e, but 2e introduced alternative XP advancement rules via "class actions", which is widely regarded as a cutoff point for the "end" of dungeoncrawl play.
- -2e also introduced optional "nonweapon proficiencies"
- Basic/Expert/Companions/Masters/Immortals (aka BECMI or Rules Cyclopedia)
- A further expansion of the Basic/Expert system into 5 box sets. Along with the existing "Basic" (level 1-3), "Expert" (4-14), there was now a "Companion" (15-25), "Master" (26-36), and "Immortal" (36-godhood) tier of play. These 5 boxsets were later compiled into a single book, the Rules Cyclopedia, by Aaron Allston (better known for his Star Wars X-wing novels).
- Key features:
- -Mostly identical to B/X; differences of course being mainly in support for B/X style play up to level 36 and beyond.
- -Immortals rules instead provide for character advancement through divine ranks.
- RETROCLONES
- -----------
- Generally speaking you can divide retroclones into two types. Type A retroclones are written mostly to get around copyright restrictions: rules may not be copyrighted, but their specific wording may be, under American copyright law. Type A rulesets generally attempt to reproduce a TSR ruleset faithfully, with some interpretation included. Type B retroclones are often based on a TSR ruleset but introduce significant variation to better fit a particular theme or tone. Some retroclones certainly aim to do both, so this is by no means a rigid typology. As a general rule most retroclones use Basic/Expert as a base, due to the popularity and relative simplicity of the system compared to AD&D, but there are exceptions.
- Type A Retroclones
- ---------------------------
- Labyrinth Lord (LL)
- Free: Yes, No-Art version
- Labyrinth Lord is a restatement of B/X using different language as to avoid copyright.
- Old School Reference and Index Compilation (OSRIC)
- Free: Yes
- OSRIC is a restatement of AD&D 1e, made to "provide publishers with a tool to legally produce gaming materials compatible with Advanced Dungeons and Dragons".
- Swords & Wizardry White Box
- Free: No?
- A rewrite of OD&D. Features a similar lack of granularity in mechanics; attributes have no effect (at most +1 if using optional rules) aside from granting increased experience. Not to be confused with Swords and Wizardry Complete, from the same publisher (which is free). Most of the time "S&W" refers to Complete, not White Box.
- Type B Retroclones
- --------------------------
- Basic Fantasy RPG (BFRPG)
- Free: Yes, Player Rules
- BFRPG is mechanically most similar to B/X but borrows a few conventions from AD&D, mostly in the separation of race and class.
- -attack bonus and ascending AC
- -race and class, although races do have class limitations as per AD&D
- -slightly more frontloaded thief skills compared to B/X (usually up by about 5-10% per category)
- Lamentations of the Flame Princess (LoTFP)
- Free: Yes, Player Rules
- LoTFP is a free ruleset targeted at "weird fantasy roleplaying". The line is more focused around the modules and the rules are mostly based on B/X and shares many of B/X's features. Key features include:
- -no attack progression except for fighters
- -noncombat actions represented as d6 checks
- -replacement of the Thief with the Specialist, who handles skills on d6 checks.
- -ascending AC and attack bonuses
- Overall LoTFP provides a very stripped down B/X that is suitable for many different kinds of campaigns, but has a very low level of granularity. PC power relative to other retroclones is very low. Publishing line features many modules with an emphasis on historical scenarios or horror.
- Adventurer Conqueror King (ACKS)
- Free: No
- ACKS is a ruleset focused on the implicit progression in classic D&D from dungeoncrawling adventurer, to wilderness conqueror, to ruling king. Out of all retroclone rulesets it has the most built-in support for end-game domain play. Other major features:
- -mostly identical to B/X, but with a larger number of class options and racial class options (demihumans get unique classes)
- -noncombat actions represented as d20 checks
- -optional noncombat proficiencies, which are similar AD&D2e NWPs and 3.x Feats
- -ascending AC with to-hit numbers
- -Fighters receive damage bonuses and Cleaving mechanics. Magic Users cast from a carefully selected repertoire (similar to 3.x Sorcerer, but with the ability to change the repertoire given time and cash)
- -"stone" encumbrance (somewhat simpler than LoTFP's version)
- ACKS provides a more detailed B/X experience that supports all tiers of play. PC power relative to other retroclones is slightly higher. Publishing line focuses more on "GM/campaign resource" books - the Player's Companion provides useful rules for custom-building B/X style classes, while Lairs & Encounters provides what the title suggests.
- Swords & Wizardry Complete (S&W)
- Free: Yes
- A relatively unique system that's an evolution from OD&D with a path taken somewhere between B/X and AD&D. Features:
- -generally lower attribute modifiers, but with more granular modifiers as per AD&D
- -inclusion of many AD&D classes and options
- -encumbrance in pounds
- Dungeon Crawl Classics (DCC)
- Free: No
- DCC is often included in OSR typologies due to the dungeon crawling focus but draws much more from a 3.x D&D rules base. Major features include:
- -infamous for "level 0 funnels" - one game option for a new campaign is to have each player roll multiple level 0 commoners and go through a prepared "funnel adventure" - the guilt-ridden survivors become level 1 adventurers.
- -usage of zocchi dice, requiring either a digital dice roller or the purchase of non-standard die sizes
- -Mostly B/X attribute bonuses, but with some granularity in specifics as per AD&D
- -"Mighty Deeds" ability for fighters
- -non-Vancian casting - spellcasting is instead determined by successful, with the degree of success determining power of the spell and/or any complications that occur
- -spell complication tables provide many methods of making magic strange and icky
- -3 save system similar to 3.x
- DCC is comparatively unique; compared to other retroclones DCC PCs are considerably higher strength.
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