Dice & Glory vs Mythras
Compare Dice & Glory and Mythras side by side. See differences in complexity, dice, genre, and more.
| Dice & Glory | Mythras | |
|---|---|---|
| Genre | Fantasy, Universal | Fantasy, Universal |
| Tags | Crunchy, Toolkit, Character Building, Simulation, Tactical, Freeform Magic, Superpowers | Crunchy, Tactical, Simulation, Character Building, Deadly, Sandbox |
| Core Mechanic | Dice 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 d100 under your skill percentage. In combat, degree of success vs. opponent determines Special Effects: tactical maneuvers like Disarm, Trip, Bypass Armor, and Bleed. Action Points govern actions per round, damage applies to hit locations. |
| Dice | d20 | d100 |
| Complexity | Very High | High |
| Availability | Paid | Free quickstart |
| Runnability | 4 of 5 book tools | 5 of 5 book tools |
| License | All Rights Reserved | ORC |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Ranger Games Publishing | The Design Mechanism |
| Year | 2014 | 2016 |
| Languages | English | English |
| Best For | Rules-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 gritty, tactical, and realistic combat in a skill-based percentile system, particularly for historical, mythic, or low-fantasy settings. |
| Highlights | Experience 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. | Tactical Special Effects combat system, classless skill-based progression, five distinct magic systems, adaptable to many genres, free intro version (Mythras Imperative) |
| Considerations | Task 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. | Steep learning curve for combat, analysis paralysis when choosing effects, large combats become unwieldy, lengthy character creation |