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13th Age vs Dungeons & Dragons

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

13th AgeDungeons & Dragons
GenreFantasyFantasy
TagsTactical, Strong GM Support, Heroic, Ascending ACTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed Rules
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 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.
Diced20d20
ComplexityMediumHigh
AvailabilityPaidFree core rules
Runnability5 of 5 book tools5 of 5 book tools
LicenseORC LicenseCreative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core books
Third-Party PublishingNot yet researchedCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
PublisherPelgrane PressWizards of the Coast
Year20252024
LanguagesEnglish, French, ItalianEnglish, French, Italian, German, Spanish
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 campaigns with tactical combat and extensive character customization.
HighlightsThe escalation die keeps combat moving. One Unique Things and Icon Relationships create narrative hooks. Streamlined monster design makes GM prep fast.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.
ConsiderationsTightly coupled to its default setting through the Icon system, some classes have complex trigger systemsSpells 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.