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Castles & Crusades vs Dungeons & Dragons

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

Castles & CrusadesDungeons & Dragons
GenreFantasyFantasy
TagsHeroic, Dungeon Crawl, Character Building, High-Fantasy, Theater of the Mind, Vancian CastingTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed Rules
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 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
ComplexityLowHigh
AvailabilityFree core rulesFree core rules
Runnability4 of 5 book tools5 of 5 book tools
LicenseOGL 1.0aCreative 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.
PublisherTroll Lord GamesWizards of the Coast
Year20042024
LanguagesEnglishEnglish, French, Italian, German, Spanish
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 campaigns with tactical combat and extensive character customization.
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 adventuresWeapon 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.
ConsiderationsPrimary/secondary attribute split can feel arbitrary, limited non-fantasy supportSpells 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.