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10,000 Swords Against Heaven vs Dungeons & Dragons

Compare 10,000 Swords Against Heaven and Dungeons & Dragons side by side. See differences in complexity, dice, genre, cost, and more.

10,000 Swords Against HeavenDungeons & Dragons
GenreFantasy, Scifi, Horror, Post-Apocalyptic, CyberpunkFantasy
TagsMartial Arts, Tactical, Character Building, Classless, Fiction-First, Survival, Resource Management, Sandbox, Dark Fantasy, WeirdTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Vancian Casting, Ascending AC
Core MechanicRoll a pool of d6s equal to the relevant Cultivation rating, adjusted for the circumstances. Each die showing 4–6 counts as a Strike. Meet or exceed the action's Demand to succeed; opposed checks compare Strike totals.Make a D20 Test by rolling d20, adding relevant modifiers, and comparing the total to a target number. Ability checks, saving throws, and attack rolls use this procedure. Advantage and disadvantage use two d20s and keep the higher or lower result.
Diced6 dice poold20
ComplexityHighMedium
AccessibilityVery HighVery High
RunnabilityLowVery High
LicenseThird Party LicenseCC BY 4.0 (SRD); core books proprietary
Third-Party PublishingCommercial publishing allowed — Core rulebook Third Party LicenseCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
CostFreeFree
PublisherJK SaavedraWizards of the Coast
Year20262024
Best ForGroups seeking cultivation campaigns with reactive tactical combat and open-ended exploration. The setting centers communist revolution against divine and capitalist rule.Groups who want heroic fantasy with configurable tactical combat, broad character options, and campaigns that span multiple levels.
HighlightsTwo-stage Interrupt cascades let combatants spend Actions to respond before an opponent's declared action resolves. Licenses from fifteen Sects combine with limited Meridian slots to support changeable martial and magical loadouts. Magnetite is both currency and a source of XP, making cultivation compete with equipment purchases.Advantage and disadvantage resolve common situational effects by selecting the higher or lower of two d20 rolls. Backgrounds, classes, subclasses, and feats distribute character choices across creation and advancement. Weapon Mastery gives qualifying weapon users distinct tactical effects without replacing the action economy.
ConsiderationsCharacters start fragile by design; the book expects many to die at Stage 0 before cultivation takes hold. Casting Magick prevents Defense Checks, making positioning and allied protection important. The premise centers communist revolution, and the book warns of sexual violence and body horror.Spell preparation, spell slots, class features, and conditions create several interacting resources for players to track. High-level characters combine many spells and features, increasing adjudication work for the DM. Bastions add a separate downtime procedure for campaigns that use the stronghold rules.