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Armour Astir: Advent vs Dungeons & Dragons

Compare Armour Astir: Advent and Dungeons & Dragons side by side. See differences in complexity, dice, genre, cost, and more.

Armour Astir: AdventDungeons & Dragons
GenreFantasyFantasy
Play StyleMecha, Playbook-Driven, Fiction-First, Character-Driven, Narrative, Anime, Ship-Based, Collaborative, Mission-BasedTactical, Heroic, Combat-Heavy, Dungeon Crawl, Character Building, High-Fantasy, Grid-Based, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending AC
Core MechanicRoll 2d6 + trait (6 stats from -3 to +3): 6- is a miss, 7-9 is a partial success, 10+ is a full success. Advantage and disadvantage add or remove a die (up to 4d6 total), keeping the best or worst two. Confidence upgrades 1s to 6s; desperation downgrades 6s to 1s. Channeler playbooks pilot Astirs using the CHANNEL trait for magic-related moves, while support playbooks contribute through B-Plots and Carrier upgrades.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.
Dice2d6d20
ComplexityMediumMedium
AccessibilityMediumHigh
RunnabilityMediumHigh
LicenseAll Rights ReservedCC BY 4.0 (SRD); core books proprietary
Cost$$$$$
PublisherBriar SovereignWizards of the Coast
Year20242024
Best ForGroups who want PbtA-style mecha action framed as rebellion against oppressive authority, with equal emphasis on dramatic relationships and cockpit combat.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.
HighlightsSplits playbooks into Channeler (mech pilot) and Support roles so non-pilots are mechanically distinct rather than sidelined. Conflict Turns provide a structured large-scale warfare system layered on top of individual scenes. Four optional campaign settings provide ready-made factions, mission hooks, and example Astirs as starting points. Confidence/desperation mechanic adds dramatic stakes beyond standard PbtA outcomes.Advantage/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.
ConsiderationsGroups must collaboratively define their Authority, Cause, and Carrier before play begins, though four optional settings are included as starting points. Channeler and support playbook split means the party must coordinate roles during character creation. Rules for Astir construction and Conflict Turns add mechanical weight beyond typical PbtA games.High-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.