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13th Age vs Dungeons & Dragons

Compare 13th Age and Dungeons & Dragons side by side. See differences in complexity, dice, genre, cost, and more.

13th AgeDungeons & Dragons
GenreFantasyFantasy
Play StyleTactical, Combat-Heavy, GM-Friendly, Heroic, Ascending ACTactical, Heroic, Combat-Heavy, Dungeon Crawl, Character Building, High-Fantasy, Grid-Based, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending AC
Core MechanicRoll d20 + modifier vs. defense. The escalation die (a d6 that increases each combat round, adding to player attacks) builds momentum. One Unique Things and Icon Relationships tie characters to the setting and drive story.Roll d20 + modifier against a target DC (for ability checks and saving throws) or AC (for attacks). Meeting or exceeding the target succeeds. Advantage rolls 2d20 and takes the higher; disadvantage takes the lower, replacing most situational modifiers.
Diced20d20
ComplexityMediumMedium
AccessibilityHighHigh
CommunityMediumVery High
LicenseORC LicenseCC BY 4.0 (SRD); core books proprietary
Cost$$$$$
PublisherPelgrane PressWizards of the Coast
Year20252024
Best ForGroups who love d20 fantasy combat but want more narrative freedom, improvisational play, and story-driven character connections baked into the mechanics.Groups who want heroic fantasy adventures with tactical grid combat, deep character customization, and access to more published adventures and supplements than any other RPG.
HighlightsEscalation die keeps combat moving, One Unique Things and Icon Relationships create narrative hooks, streamlined monster design makes GM prep fastAdvantage/disadvantage system simplifies most situational modifiers to a single mechanic. Extensive class and subclass options across 12 base classes with 48 subclasses in the 2024 PHB. The largest third-party content ecosystem in tabletop RPGs. Free basic rules and starter sets lower the barrier to entry.
ConsiderationsTightly coupled to its default setting through the Icon system, some classes have complex trigger systemsHigh-level play (tier 3-4) introduces significant spell interaction complexity and encounter balancing challenges for GMs. No official rules for non-fantasy genres. Three core books at $50 each represent a significant investment for the full rules.