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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, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed Rules
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.Roll a d20 and add applicable modifiers to meet or beat a target number. Checks and saving throws use a Difficulty Class; attacks use Armor Class. Advantage or disadvantage means rolling two d20s and keeping the higher or lower result.
Diced6 dice poold20
ComplexityHighHigh
AccessibilityVery HighVery High
RunnabilityLowVery High
LicenseThird Party LicenseCreative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core books
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
LanguagesEnglishEnglish, French, Italian, German, Spanish
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 campaigns with tactical combat and extensive character customization.
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.Weapon Mastery adds effects such as pushing or slowing enemies to qualifying weapon attacks. Class and feat choices let characters develop different roles over twenty levels. Optional Bastions give characters home bases with facilities that produce benefits between adventures.
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.Spells and class abilities have separate resource limits and timing rules. Higher-level magic can change travel and encounter assumptions that the DM must prepare for. Social encounters rely on ability checks and DM judgments about NPC attitudes.