I have run this game twice, once at a convention, and once with my home group when two of the regulars couldn't make it so we wanted a one-shot. I have seen all five character classes used, so I figured I can give a (somewhat) experienced review of the game. As it says in the description, this is a rules kit. Everything you need to play is definitely NOT included in here. But let's be honest, if you are rolling around this website you have lots of fantasy RPGs already, right? So all this little booklet gives you are what to CHANGE from your chosen rules set. This game gives you character creation rules, character advancement rules, basic combat rules, and rules for casting spells, which are not automatic in this game. The real "change" from other flavors of D&D-style fantasy RPGs is the use of "Deathbringer" dice to allow you to push your character, at a player's choice, to do cool things. How you use them, and when you use them, are up to the players. Other than that classes have a handful of special abilities but that's it. You don't gain new abilities as you level up, you just get more Deathbringer dice to do more cool things.
While the game has a default "low magic" setting (which will naturally appeal to some more than others), I can see the Deathbringer dice being the real dividing line with this game. If you like the concept, you'll like this game. If you don't, you probably won't. Personally, I am not sure I like them. If I was playing a PC, I think a would want more concrete abilities to define my character. Some of the players in may games really took to the idea, though, and found it easier to play with the Deathbringer dice as opposed to trying to remember the 17 special abilities their character had (in, say, 5e) and trying to select the optimum ability to use. One player at my convention game told me that he couldn't play 5e because it was too complex and overwhelming for him with options, but this was totally his speed and was very excited to introduce his friends to the game. So, your mileage will vary.
The game says that you can "import monsters and spells you like from 5e/OSR games" and provides some extremely brief guidelines for doing so. I have used both methods. For my convention game, I used monster stats and spells from the Basic Fantasy RPG. For my home group, I used 5e monster stats and spells. Both worked, though I feel like the hit dice that the character classes have map better to 5e stat blocks, so if you are using OSR or Classic D&D monsters the PCs might have a bit more hit points than expected for the monsters. Most players won't be bothered by that, though. a note on spells: Classic D&D spells that are direct attack spells either auto hit or require the target to make a save. Some 5e direct attack spells require an attack roll. Because Deathbringer requires a caster to roll to successfully cast a spell in the first place, using this kind of 5e spell requires you to make a successful spell roll AND THEN make a successful attack roll to hit the target. This was frustrating to the player that ran a caster in my 5e-based game. So players should probably avoid those kinds of spells and just spam magic missile all day long or something along those lines.
So, I mostly like these rules. Whether relying on 5e or Classic B/X D&D as a base, I would probably just use equipment from those rules and ignore the equipment here (which is so barebones I find it unusable for anything other than a one-shot game). I'm not sold on the Deathbringer die mechanic, but I have seen people really take to it and have lots of fun with it, so maybe I need to run a PC and not be a GM to really understand it. Plague Doctors are fantastic, probably my favorite class. Specifically plague doctors with bombs, those guys are no joke.
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