Skip to content

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.
  • present means explicit support in core text.
  • light means present but sparse or referee-forward.
  • n/a means 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