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Castles & Crusades vs Dungeons & Dragons

Compare Castles & Crusades and Dungeons & Dragons side by side. See differences in complexity, dice, genre, cost, and more.

Castles & CrusadesDungeons & Dragons
GenreFantasyFantasy
Play StyleHeroic, Dungeon Crawl, Character Building, High-Fantasy, Theater of the Mind, Vancian CastingTactical, Heroic, Combat-Heavy, Dungeon Crawl, Character Building, High-Fantasy, Grid-Based, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending AC
Core MechanicSIEGE Engine: roll d20 + modifier + level vs. Challenge Class (12 for primary attributes, 18 for secondary). Primary/secondary attribute distinction replaces complex skill lists with a single unified check system.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
ComplexityLowMedium
AccessibilityMediumHigh
CommunityMediumVery High
LicenseOGL 1.0aCC BY 4.0 (SRD); core books proprietary
Cost$$$$$
PublisherTroll Lord GamesWizards of the Coast
Year20042024
Best ForGroups wanting the classic AD&D feel with streamlined, unified mechanics — old-school spirit with modern ease of play.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.
HighlightsSIEGE Engine unifies all attribute checks, easy to convert AD&D/d20 content, 13 classes with classic archetypes, fast character creation, large back-catalog of adventuresAdvantage/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.
ConsiderationsPrimary/secondary attribute split can feel arbitrary, limited non-fantasy supportHigh-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.