Shadowdark vs B/X vs Old-School Essentials: What to Play Instead of 5e
Alternatives to fifth edition D&D have been increasing in popularity, with a good portion of that interest focusing on older editions as well as Shadowdark RPG, which is itself heavily based on old-school rules.
I think there are several reasons why D&D players and DMs alike are looking for something other than 5e. It takes forever to generate a character, the products are expensive, and the company that publishes them, Wizards of the Coast™, can’t seem to stop making stupid decisions that further alienate an already frustrated group of customers.
Whatever’s behind your motivation to consider something different in D&D, I’m going to compare what I consider the top three viable choices: the original 1981 Basic and Expert rules from Tom Moldvay, or B/X as it’s often called, Old-School Essentials Advanced Fantasy, and Shadowdark RPG. There are definitely other third-party D&D clones to consider, but these are the three I’m going to focus on.
In this article, I’ll compare all three of these products across five categories, so that you can get a better sense for which one you want to try in your group.
Shadowdark makes death slightly less scary without making it just a flesh wound like 5e does.
Ancestry, Class, and Level Limits
The first category has to do with ancestry, classes, and level limits. In Shadowdark and Old-School Essentialls Advanced Fantasy, you can pick different combinations of races and classes. In B/X, you’ve got the four original character classes of cleric, fighter, magic-user and thief but those can only be human. If you want to play a dwarf, elf or halfling, those ARE their classes. They call it race-as-class. Functionally speaking, dwarves in B/X are dwarven fighters, elves are fighter/magic-users, and halflings are thieves.
In B/X, demi-human race-as-class characters have a maximum ceiling on level. The Basic part of B/X limits all characters to third level, but the Expert part of those rules lets you go to higher levels, but the demi-human races have upper limits that are lower than humans. It’s the rule’s effort to balance the game over time.
Old-school Essentials Advanced Fantasy has the most complex matrix of race and class combinations of the three editions I’m reviewing, and the racial caps are higher. It’s still simpler than the Advanced D&D rules from the late 70s that it’s modeled after, however.
Shadowdark RPG simplifies character race and class combinations in a simple matrix. Ancestry and class are fully separate, so you pick a dwarf, elf, goblin, half-orc, halfling, or human, and then pick fighter, priest, thief, or wizard, with nothing capping your growth based on which one you picked. A dwarf wizard climbs just as high as a human wizard.
My recommendation goes to Shadowdark because it’s more straightforward. If you want to build the exact character you’re picturing without a level cap, Shadowdark is the best choice. If you want a broader range of classes, go with Old-school Essentials.
Armor Class
Both B/X and Old-School Essentials use descending armor class. Lower is better in a counterintuitive way. An armor class of 10 is the worst. 0 is better, and -10 is the best. It relies on charts, and if you didn’t cut your teeth on this system, it takes a session or two to get used to it.
Shadowdark uses a more intuitive ascending armor class like you find in 5e. Higher is better, and there’s no mental conversion required or chart to consult. It also imports advantage and disadvantage from 5e, so instead of fishing for situational modifiers, you roll two d20s and take the one that matters.
As with level and class combinations, this category goes to Shadowdark. If you’re bringing a table full of 5e players over to try something old-school, ascending AC removes one entire layer of relearning. B/X and OSE aren’t broken for using the older system. They’re just asking new players to learn something that is opposite of what is logical.
Spellcasting
B/X keeps spellcasting simple and capped low. Magic-users top out around 6th level spells, even at the Expert set’s highest levels. You prepare your spells, cast them once, and then they’re gone until you rest.
Old-School Essentials goes bigger, because it’s pulling from the AD&D spell lists. Spellcasters can eventually reach into 7th, 8th, and even 9th level spells. That’s a real jump in power, and it changes what a high-level wizard or cleric can accomplish.
Shadowdark keeps some of the old traditions but with a twist. Spellcasters don’t get fixed spell slots. Instead, every time you cast a spell from your list of “spells known” you roll against a DC based on its tier. If you roll high enough, it works and you’re free to try casting it again later. If you fail, that spell’s off limits until you rest. If you roll a natural 1, it’s worse. Wizards roll on a Mishap table, priests owe their god a Penance, and the nastiness of what happens gets nastier as the spell tier goes up. It’s a small gamble built into the game every time you cast a spell, which adds tension, and it keeps spellcasters making decisions in the moment instead of just ticking spells off a list.
I’d split this one. If raw power and a high spell ceiling matter to your campaign, Advanced Fantasy wins outright, nothing else here touches it. But if you want spellcasting that feels tense and interesting, Shadowdark’s recast mechanic is the more engaging design, even with the lower spell ceiling. It’s subjective, but my personal favorite is Shadowdark.
Class Roster and Advancement
B/X is lean by design and keeps the available class roster at seven options, with four human classes and three demi-human race classes.
Old-school Essentials Advanced Fantasy goes much further. You get acrobats, assassins, barbarians, bards, druids, illusionists, paladins, and rangers, on top of the expanded race classes. If you want the depth of an AD&D character sheet without opening an actual AD&D rulebook, OSE delivers it.
Shadowdark goes the other direction with the shortest list of available classes out of all three products. The core book gives you four classes: fighter, priest, thief, and wizard. Shadowdark RPG wants you making meaningful choices inside a small set of options rather than drowning in subclasses.
My recommendation depends entirely on what your table wants. If your players like building unusual characters from a big menu, Advanced Fantasy wins. If your group gets paralyzed by too many choices and just wants to start playing, Shadowdark wins. If your group is filled with newbies, Shadowdark RPG remains my recommendation.
Lethality
When it comes to character death and lethality, B/X and Old-school Essentials both use the classic approach. When your character reaches zero hit points, you’re dead. 5e, in comparison, adds death saves and the ability to stabilize a dying character, so death in the latest official rules is far more rare and far less scary.
It’s like that scene in Monty Python’s Holy Grail where the black night says, “It’s just a flesh wound.”
Shadowdark adds its own dying mechanic. When your character hits zero hit points, you roll to see how many rounds you’ve got left before actually dying. When you combine that with the fact that no Shadowdark character has darkvision but monsters do, you’ll notice it has a stronger flavor of danger. Light becomes a resource you’re always careful about, and running out of it in the wrong room can kill you just as fast as a monster can.
This is very much a subjective thing between which is better. B/X and OSE both have a reputation for being deadly. I think Shadowdark feels slightly more dangerous because of the one-hour torch rule, but its dying roll takes some of the sting out of it. In my experience as a DM, I’ve seen this factor having a real impact on how players play the game. They’re much more cautious when playing any of these three editions compared to 5e. This isn’t necessarily a good or bad thing, but it is definitely a noticeable difference to how these games feel and how the players make choices.
Between those three, Shadowdark makes death slightly less scary without making it just a flesh wound like 5e does.
Which D&D Alternative Is Best?
Shadowdark wins if you want something approachable and easy to pick up. Old-school Essentials Advanced Fantasy wins if you want AD&D’s depth and power in a currently printed product. B/X, the original 1981 game, wins on raw, unforgiving danger because it’s just as easy to die as it is in Shadowdark but minus the death rolls.
None of these are wrong choices. They’re different tools for different tables. Try one and see how it feels, and don’t be afraid to steal rules from one system to fix something you don’t like in another. That’s what I do.















