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Dice & Glory vs Dungeons & Dragons

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

Dice & GloryDungeons & Dragons
GenreFantasy, UniversalFantasy
TagsCrunchy, Toolkit, Character Building, Simulation, Tactical, Freeform Magic, SuperpowersTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed Rules
Core MechanicDice Check: roll d20 plus a skill modifier (skill rank + attribute + miscellaneous) and meet or beat a difficulty the GM sets. Standard difficulties run from 10 for easy to 35 for impossible. Attack rolls and saving throws use the same d20, though an attack must also beat the target's Agility Class. A natural 20 is a critical success and a natural 1 a critical failure.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
ComplexityVery HighHigh
AvailabilityPaidFree core rules
Runnability4 of 5 book tools5 of 5 book tools
LicenseAll Rights ReservedCreative 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.
PublisherRanger Games PublishingWizards of the Coast
Year20142024
LanguagesEnglishEnglish, French, Italian, German, Spanish
Best ForRules-comfortable groups building a long campaign from scratch, who would rather engineer a spell or a fighting style than choose one from a list.Groups who want heroic fantasy campaigns with tactical combat and extensive character customization.
HighlightsExperience points work as a currency rather than a level track, so an attribute increase and an extra attack come off the same price list. The core book contains no spell list, so a spell is built from its method and effect and then developed with money and time. Knockout points absorb nonlethal damage while weapons bypass them for hit points, so beating an opponent unconscious and killing them are different outcomes.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.
ConsiderationsTask resolution switches between high-roll d20 checks and roll-under percentile proficiencies, so two scales run side by side. Spells and superhuman powers are built rather than chosen from a list, so two characters of the same level can differ widely in practical capability. Power scale needs policing: fantasy, superheroic, divine, and modern technology all run on one framework.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.