Foundational RPG Comparison Scaffold
Focus
This is a working scaffold for side-by-side comparison of foundational RPG chassis.
Baseline: B/X D&D (represented by Old-School Essentials) is the canonical reference point. All other systems are read against it. OSE faithfully restates the Moldvay/Cook 1981 B/X ruleset; where OSE adds optional rules not in original B/X (e.g., ascending AC, individual initiative), those are noted parenthetically.
Other columns include unique elements not present in B/X wherever they exist — the table does not force all systems into B/X categories.
The matrix is based on currently compiled system references and can be deepened further as additional editions and supplements are added.
How to Use This Table
- Treat each row as one feature axis.
- Read cells as implementation notes, not score judgments.
presentmeans explicit support in core text.lightmeans present but sparse or referee-forward.n/ameans the subsystem is absent or not core-facing.
System Snapshot
| Axis | B/X (OSE) ★ | Shadowdark | Knave | Into the Odd | The Black Hack | Mork Borg | Troika! |
|---|---|---|---|---|---|---|---|
| Core stat model | Six stats (STR/INT/WIS/DEX/CON/CHA); 3d6 in order; score-band modifiers −3 to +3 | Six stats (STR/DEX/CON/INT/WIS/CHA); 3d6 in order; unified modifier table −4 to +4 | Six stats (STR/DEX/CON/INT/WIS/CHA) | Three stats (STR/DEX/WIL) | Six stats (STR/DEX/CON/INT/WIS/CHA) | Four stats (STR/AGI/PRE/TOU) | Core character numbers are Skill, Stamina, and Luck; Advanced Skills are background-derived |
| Character chassis | Seven classes — Cleric, Dwarf, Elf, Fighter, Halfling, Magic-User, Thief; demihumans are race-as-class; humans choose from four human classes | Ancestry + class split — 6 ancestries × 4 classes (Fighter/Priest/Thief/Wizard); 0-level funnel entry point | Classless, equipment-defined roles | Package-based starts, classless core | Four classes (Warrior/Thief/Cleric/Conjurer) | Optional classes plus classless default path | d66 background start with fixed possessions, Advanced Skills, and occasional Special rules |
| Task resolution | d20 vs THAC0/attack matrix for combat; five legacy save categories (death/wands/paralysis/breath/spells); informal ability checks (1-in-6 or 2-in-6 rolls, referee-facing) | d20 + stat modifier vs DC (Easy 9/Normal 12/Hard 15/Extreme 18); unified across all tasks; no legacy save categories | d20 + ability bonus vs target (typically >15) | d20 roll-under saves tied to STR/DEX/WIL | Universal d20 roll-under attribute tests | d20 + ability mod vs DR (commonly DR12) | 2d6 Roll Under for unopposed tests and 2d6 Roll Versus for contests/combat |
| Durability | HP (d4–d8 by class), descending AC (9 = unarmored; lower = better); optional ascending AC (10 = unarmored; OSE addition) | HP (d4–d8 by class), ascending AC (10 unarmored; leather 11+DEX; chain 13+DEX; plate 15) | HP + armor defense/quality | HP then ability-score damage | HP + Armor Points (ablative) | HP + armor tiers + Broken/death pressure | Stamina as primary buffer; depleted stamina creates rapid collapse risk; armor mitigates hit effects |
| Magic model | Memorized spell slots per level (Cleric 1–5, Magic-User 1–6, Elf 1–5); Vancian preparation; Cleric Turn Undead; spell disruption on hit | Spells Known by tier (1–5) for Priest/Wizard; spellcasting check to cast; Wizard mishap table; Focus spells; Wizard can learn from scrolls | Spellbooks + large level-less spell list | Arcana-centric oddities and artifacts | Divine and Arcane spell slots with spell lists | Scrolls/powers + optional arcane catastrophes | Spell books and arcana with highly idiosyncratic effects; weirdness-forward over tactical spell taxonomy |
| Logistics model | Coin-weight encumbrance (items in coins; movement rate penalized by carried weight tiers) | Gear slots = STR stat (min 10); slot-based; no coin-weight tracking | Slot encumbrance central | Expedition gear pressure, lighter explicit slots | Usage die + item load threshold by STR | Carry limits + DR penalties + scarcity pressure | Inventory slots and unusual possessions drive problem-solving; travel pressure is procedural but lighter than strict turn economies |
★ B/X column draws on OSE v1.4. OSE-specific optional rules noted parenthetically.
Procedure and Subsystem Matrix
| Feature Axis | B/X (OSE) ★ | Shadowdark | Knave | Into the Odd | The Black Hack | Mork Borg | Troika! |
|---|---|---|---|---|---|---|---|
| Initiative procedure | Group initiative each round (1d6 per side); optional individual DEX modifier (OSE addition) | Individual DEX check; highest goes first; turns proceed clockwise from winner for the encounter | Group initiative each round (d6) | Turn/action cadence, lighter formal initiative emphasis | Explicit turn structure with player-facing defense | Initiative d6 (group or individual variant) | Token stack: PCs add 2 tokens each, enemies add tokens by Initiative total, plus End of Round token |
| Save/test model detail | Five legacy categories (death/wands/paralysis/breath/spells) per class and level; no unified stat check | Unified stat check vs DC for all saves; no legacy categories; each threat maps to most relevant stat | Unified ability saves, opposed saves vs defenses | Save-or-consequence framing across STR/DEX/WIL | Attribute tests replace legacy save categories | DR test framework with ability mods | Unified 2d6 test model for skills/contests; fewer distinct save sub-systems |
| Player-facing combat option | Traditional — both sides roll attacks using THAC0 matrix; player looks up against target AC | Both sides roll d20 + stat vs AC using same framework; monsters and PCs treated symmetrically | Present (optional full player-facing mode) | Mostly player-facing via direct saves/attacks | Core identity: monsters rarely test to hit | Mixed, but strongly player-roll-centric in core checks | Mixed; players roll attacks and key checks, with referee adjudication for many effects |
| Armor handling | Flat descending AC (no ablation); optional ascending AC (OSE addition); armor passive defense only | Ascending AC fixed values; mithral removes stealth/swim penalties; no ablation or degradation | Armor defense plus quality degradation | Armor as reduction layer in concise model | Armor Points as ablative mitigation | Tiered armor reduction (light/medium/heavy) | Four armor tiers modify damage rolls by 0/-1/-2/-3 (minimum damage 1) |
| Critical/fumble pressure | 1 always misses, 20 always hits; no expanded crit/fumble in core B/X | Natural 20 = critical hit (double damage dice or double one numerical spell effect); no fumble rule in core | Nat 1/20 effects include gear wear | Critical damage tied to ability loss and fallout | Nat 1/nat 20 combat effects + OofA consequences | Broken state and lethal fallout structure | Emphasis is on initiative volatility and consequence-forward rulings more than dedicated crit tables |
| Morale/reaction support | Present — Morale 2d6 vs morale score; Monster Reaction 2d6 table (CHA-modified); morale score 2–12 with edge cases | Present — Morale DC 15 WIS check at half numbers; no formal reaction table (GM interprets) | Present (2d6 reaction and morale procedure) | Present as referee procedure in encounter handling | Present (reaction table + encounter cadence) | Present (reaction 2d6 + morale 2d6) | Light in core; social outcomes are largely handled through fiction-forward adjudication |
| Resource depletion engine | Coin-weight encumbrance; Vancian spell slots (daily memorization); 10-minute dungeon turns drive resource expenditure cadence | Gear slots (STR-based); real-time torch tracking (1 torch = 1 hour real time); XP from treasure quality drives session pacing | Slots, gear quality, spellbook carry pressure | HP/ability damage + expedition consumables | Usage Die chain for consumables + armor fatigue | Omens, scarcity, carry penalties, misery pressure | 12-slot inventory, stamina attrition, and explicit provision/rest recovery rules |
| Advancement procedure | Class-specific XP thresholds; prime requisite XP modifier (±10/20%); HD-based HP per level; THAC0 improves per level bracket; max level 10–14 by class | Level × 10 XP to advance; XP resets to 0; Talent rolls at odd levels; HP by class die per level; max level 10 | Leveling with HP/ability growth choices | Leveling with HP and ability increase checks | Leveling with HD gain and stat-increase rolls | Advancement roll package (HP + ability checks) | Skill increases and stat growth tied to advancement checkpoints; background identity stays central |
| Bestiary compatibility | Native OSR HD/THAC0 framework; 200+ monsters in core; defines the OSR bestiary baseline | Monster Level (LV) system; native Shadowdark statblock format; not HD-first but readily convertible | Explicitly OSR/HD-compatible | Native odd-world statline model | HD-centered bestiary framework | Native statline model, not HD-first | OSR-adjacent conversion is feasible but requires tone and stat translation to fit surreal pacing |
Included Tables and Generators (Granular)
| Table/Generator Coverage | B/X (OSE) ★ | Shadowdark | Knave | Into the Odd | The Black Hack | Mork Borg | Troika! |
|---|---|---|---|---|---|---|---|
| Character start package tables | present: class equipment lists with gp costs; starting wealth 3d6×10 gp; Retainer Hiring Reaction (2d6) | present: d12 random starting gear (0-level); 2d6×5 gp at 1st level; Crawling Kit contents table | present: starting gear table set (armor, helmets/shields, dungeoneering, general gear) | present: Starter Package Table with equipment/arcanum bundles | light: class-led starts + buy equipment economy | present: class/classless starts, silver rolls, starting kit tables | present: d66 Background table plus explicit baseline possessions and starting currency roll |
| Trait/background tables | n/a in core (3d6 stats in order only; no personality/trait tables) | present: Background table (d20 occupational backgrounds); Talent tables per class (2d6) | present: physique/face/skin/hair/clothing/virtue/vice/speech/background/alignment randomization | light: package identity and oddities; fewer explicit personality sub-tables in core player start | light: class profiles and advancement hooks | present: Terrible Traits, Broken Bodies, Bad Habits, Troubling Tales | present: Background entries include descriptive identity text, possessions, Advanced Skills, and optional Special clauses |
| Weapon/armor tables | present: full weapon stats (damage/cost/coins), armor table (AC values/cost/movement), adventuring gear price lists | present: Weapons table (15 entries: type/range/damage/properties); Armor table (4 entries with ascending AC formulas and properties) | present: weapon and gear stats integrated with slot load | present: weapon categories and armor entries in equipment lists | present: equipment catalog with prices and usage dice | present: weapons table, armor tiers, item pricing tables | present: concise weapon and armor lists; damage and armor interaction optimized for quick adjudication |
| Spell/arcana tables | present: Cleric spell lists levels 1–5 (~50 spells); Magic-User lists levels 1–6 (~100 spells); Elf subset; Turn Undead table | present: Priest Spells Known by tier/level; Wizard Spells Known by tier/level; Wizard Mishap table (d12); comprehensive spell reference by tier | present: 100 level-less spells list | present: random Arcana generation and example arcana sets | present: daily spell-slot tables + divine/arcane spell lists | present: Sacred/Unclean scroll tables (d10), arcane catastrophes (d20) | present: spell/arcana content oriented around bizarre utility and setting tone |
| Encounter tables | present: Dungeon Encounter tables by level (1–9), Wilderness Encounter tables by terrain type, wandering monster cadence rules | present: 25+ terrain-specific random encounter tables (arctic, cave, forest, jungle, ocean, ruins, swamp, tavern, tomb, urban districts, etc.) | light: supports random encounter procedure via OSR compatibility | present: encounter procedures plus setting encounter tables in referee material | present: random encounters (time-based trigger) | present: encounter procedures plus multiple adventure encounter tables | light: referee-guided encounter framing; fewer heavyweight encounter table stacks in core |
| Reaction/morale tables | present: Monster Reaction (2d6, CHA-modified); Morale check (2d6 vs morale score); morale score 2/12 special cases | light: Morale (DC 15 WIS check); no separate formal reaction table | present: reaction (2d6) and morale (2d6) | light: reaction procedure guidance, less formalized standalone charting | present: Creature Reactions table + morale handling | present: reaction (2d6) and morale (2d6) | light: mostly fiction-first social outcomes; morale style rulings are table-dependent |
| Injury/death fallout tables | light: death at 0 HP; no formal death-effects table in core B/X | present: Death Timer (1d4 + CON mod rounds to die); Stabilize check (DC 15 INT); natural 20 survival roll | light: death at -1 and gear break rules; limited dedicated injury charting | light: critical damage and ability collapse consequences | present: Out of Action aftermath table | present: Broken outcomes and lethal fallout structure | present: 0 Stamina during initiative becomes death at next End of Round token unless healed; below 0 is immediate death |
| Monster tables/bestiary | present: 200+ monsters with full HD/AC/THAC0/saves/movement/treasure type; Dungeon/Wilderness encounter tables | present: 80+ monsters by LV in Shadowdark statblock format; Monster Generator table (d20); Make It Weird table | light: conversion guidance for external OSR monsters | present: core monster examples and odd creature design support | present: monster HD damage table + monster list entries | present: monster entries + quick-reference stat/table pages | light: bestiary support exists but spotlight is on scenario weirdness and conversion-friendly rulings |
| World pressure/event tables | present: Treasure Types (A–V), Magic Item tables by category, Dungeon stocking tables, stronghold/domain construction outline | present: Something Happens! table, Rumors (d10), NPC/Rival Crawlers generators, Shadowdark Map generator, Overland Hex/Settlement Maps, Tavern/Shop tables, Treasure by tier, Boons | n/a in core | present in referee toolkit sections (district/world/event generators) | light: random encounter clock and referee-facing pacing tools | present: Misery engine (d66), Basilisks Demand (d20), adventure sparks (d100), corpse plundering (d66) | light: event pressure is usually imported from setting modules rather than core systemic engines |
| Name/faction/settlement generators | light: monster/NPC alignment and language guidance; limited named generators | present: Character Names (6 ancestries × d20); NPC personality tables; Rival Crawlers | light | present: name tables and broader city/faction-style generators in referee section | light | present: names, sparks, room/adventure support tables | light: strong character identity generation, lighter built-in faction/settlement generator depth |
Coverage Notes
- B/X (OSE) is the baseline. It defines the OSR HD/THAC0/descending-AC/five-save framework that all other columns react against or depart from.
- Shadowdark is the most modern entry: unified DC resolution, ascending AC, real-time torch pressure, and talent-based customization while retaining OSR dungeon-crawl identity.
- Into the Odd and Mork Borg have the highest visible generator density in currently ingested text.
- Knave has strong character-facing table depth (traits, gear, spells) with lighter world-generator breadth.
- The Black Hack concentrates on high-utility play tables for fast resolution (usage, encounters, reactions, HD damage, spell slots).
- Troika! is OSR-adjacent with a surreal, fiction-forward cadence and highly distinctive initiative pressure.
Naming Row Interpretation (Design Use)
How to read Name/faction/settlement generators in the matrix:
- present means a source includes first-class naming procedures usable at the table without importing external generators.
- light means naming exists but is sparse, indirect, or mostly flavor support.
Friction implications for onboarding:
- Strong character-name support (e.g., dedicated PC name tables) reduces chargen pause points.
- Strong faction/settlement naming support reduces referee prep overhead between sessions.
- Systems with light naming support benefit from a separate naming layer in onboarding docs.
Deep-Dive Notes by System
B/X (OSE)
- The canonical OSR baseline. Defines the original race-as-class demihuman model, five-category save system, THAC0 combat matrix, Vancian memorization, and coin-weight encumbrance.
- OSE adds: optional ascending AC, optional individual initiative, optional re-roll of low HP, high-level play guidance, and more explicit stronghold/domain rules — all clearly marked as optional.
- Broadest monster bestiary of any system in this matrix (200+ entries); defines Treasure Types A–V as the loot-seeding standard.
- Weakest on personality/trait generation (none in core) and world event generators (relies on dungeon stocking procedure rather than explicit random tables).
Shadowdark
- Streamlined OSR descendant. Retains dungeon-crawl identity and HD-adjacency while replacing THAC0/saves with unified d20+stat vs DC.
- Unique mechanics: real-time torch tracking as session clock; ancestry+class split (vs race-as-class); Talent rolls for incremental class customization; Wizard Mishaps as risk cost.
- Strongest world-generator support of any system here: 25+ terrain-specific encounter tables, full GM toolkit for settlements/overland/dungeon procedural content.
- No formal reaction table — a deviation from OSR tradition toward GM improvisation on social outcomes.
Knave
- Strongest on classless clarity, inventory-defined role identity, and compatibility with external OSR material.
- Table support is concentrated in character start, gear loadout, traits, and a large 100-spell list.
- Procedural texture exists (reaction, morale, initiative), but world-generation table depth is lighter than Into the Odd and Mork Borg.
Into the Odd
- Strongest on minimalist core resolution with heavy Arcanum-driven play identity.
- Includes starter package support plus substantial referee-facing generation material in the text corpus (encounters, names, setting/event style tables).
- Distinctive pressure model is HP-to-ability collapse rather than armor-attrition-first play.
The Black Hack
- Strongest on streamlined table usability for play-at-speed: usage dice, random encounter cadence, reaction table, HD damage table, spell slot tables.
- Class scaffolding is explicit and practical, with easy conversion from traditional OSR content.
- Heavy support for player-facing resolution reduces GM roll overhead.
Mork Borg
- Strongest on random table density and doom-pressure subsystems.
- Includes broad table coverage across character generation, classes, omens, scrolls, catastrophes, miseries, encounters, and adventure sparks.
- Emphasizes volatility and tone pressure as much as mechanical consistency.
Troika!
- Character setup is explicit and compact: roll Skill (1d3+3), Stamina (2d6+12), Luck (1d6+6), record baseline possessions, then roll d66 background.
- Core resolution is explicitly split between Roll Under and Roll Versus, with clear double-1 and double-6 behavior.
- Initiative is token-stack based, including an End of Round token and optional enemy-token cap guidance.
- Combat/damage procedures are tightly defined around Stamina loss, armor-based damage reduction, and End-of-Round death timing at 0 Stamina.
See Also
- Kit-based Character Loadouts
- Reaction and Morale Procedures
- The OD&D Engine
- State of the Art in OSR Rules Design
- Old-School Essentials
- Shadowdark RPG
- Knave
- Into the Odd
- The Black Hack
- Mork Borg
- Troika! SRD