Block, Dodge, Parry vs Dungeons & Dragons
Compare Block, Dodge, Parry and Dungeons & Dragons side by side. See differences in complexity, dice, genre, cost, and more.
| Block, Dodge, Parry | Dungeons & Dragons | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Classless, Skill-Based, Tactical, Inventory Management, Gritty, Exploration, Social Combat, Freeform Magic, Hackable, CC-Licensed Rules | Tactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed Rules |
| Core Mechanic | To resist a sudden danger, roll d20 equal to or under STR, DEX, or WIL; a 1 always passes and a 20 always fails. When a deliberate action's outcome is in doubt, the Warden checks Time, Gear, and Skill. A character with all three succeeds without a roll, and one with one or none fails. With two of the three, roll d6: 4–6 succeeds, 2–3 succeeds at a cost, and 1 fails. Attacks have no hit roll: the weapon die minus Armor reduces HP, and leftover damage reduces STR and triggers a Critical Damage Save. | 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. |
| Dice | d20, d6 | d20 |
| Complexity | Medium | High |
| Accessibility | Very High | Very High |
| Runnability | Medium | Very High |
| License | CC BY-SA 4.0 | Creative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core books |
| Third-Party Publishing | Commercial publishing allowed — Creative Commons text reuse | Commercial publishing allowed — Open license |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | Free | Free |
| Publisher | Dice Goblin Games | Wizards of the Coast |
| Year | 2024 | 2024 |
| Languages | English, Portuguese | English, French, Italian, German, Spanish |
| Best For | Groups who want old-school dungeon and wilderness expeditions with gear-driven fights and characters built from past careers rather than classes. Suits campaigns with downtime in settlements, where characters seek out trainers and new skills between adventures. | Groups who want heroic fantasy campaigns with tactical combat and extensive character customization. |
| Highlights | Defensive reactions depend on gear: a character's weapon and armor determine whether they can block or dodge an attack and whether doing so costs Fatigue. New skills come from using them, training with a teacher found in play, or studying books, so advancement follows goals the characters pursue in the world. Arcane casters choose how many Magic Dice to invest in a spell, and duplicate results risk Arcane Feedback that damages the caster. | 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. |
| Considerations | Whether a deliberate action needs a roll depends on the Warden judging Time, Gear, and Skill, rather than on fixed difficulty numbers. Fatigue and wounds fill the same ten inventory slots as gear, and a full inventory leaves a character at 0 HP. Raising HP and ability scores normally requires paid training during downtime, so campaigns with little time between adventures see slow character growth. | 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. |