TTRPG Wiki

Compare tabletop RPG systems to find your next game

Dice & Glory vs Shadowrun

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

Dice & GloryShadowrun
GenreFantasy, UniversalCyberpunk, Fantasy
Play StyleCrunchy, Toolkit, Character Building, Simulation, Tactical, Freeform Magic, SuperheroCrunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy
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 pool of d6s equal to attribute + skill, counting 5s and 6s as hits. Meet or exceed a threshold to succeed. Situational advantages generate Edge points rather than modifying dice pools directly; Edge is spent on tactical effects like rerolling dice, adding successes, or imposing penalties on opponents.
Diced20d6 dice pool
ComplexityVery HighVery High
AccessibilityMediumHigh
RunnabilityHighVery High
LicenseAll Rights ReservedNo open license
Cost$$$$
PublisherRanger Games PublishingCatalyst Game Labs
Year20142019
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 cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat.
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.The setting fuses megacorporate intrigue with magic and metahuman races, so a single team mixes street samurai, mages, and deckers. Distinct subsystems model Matrix hacking, spellcasting, drone rigging, and astral space, each carrying its own rules depth. The Edge economy converts situational advantages into a spendable resource for rerolls, extra hits, or penalties on opponents.
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.Matrix hacking runs on its own timescale and can leave non-decker players idle during a run. Character creation spreads across attributes, skills, magic or resonance, gear, and lifestyle, making the first build long. Dice pools grow large at high skill, so counting hits on a fistful of d6s slows resolution.