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Dogs in the Vineyard vs Dungeons & Dragons

Compare Dogs in the Vineyard and Dungeons & Dragons side by side. See differences in complexity, dice, genre, and more.

Dogs in the VineyardDungeons & Dragons
GenreHistorical, FantasyFantasy
TagsNarrative, Fiction-First, Character-Driven, Tag-Based, Drama, Collaborative, Improvisation, Roleplay-Heavy, Social Combat, Strong GM SupportTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed Rules
Core MechanicRoll a d4–d10 pool from relevant Stats and Relationships. Players Raise with two dice and See by spending dice that match or exceed the Raise. Traits, belongings, and escalation add dice as they enter the conflict. Seeing with three or more dice earns Fallout. Giving concedes the stakes.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.
Diced4–d10 dice poold20
ComplexityMediumHigh
AvailabilityPaidFree core rules
Runnability4 of 5 book tools5 of 5 book tools
LicenseProprietaryCreative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core books
Third-Party PublishingNo verified route foundCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
Publisherlumpley gamesWizards of the Coast
Year20042024
LanguagesEnglish, Italian, German, Polish, SpanishEnglish, French, Italian, German, Spanish
Best ForGroups who want episodic frontier drama built around difficult moral judgments and arguments that can escalate into violence.Groups who want heroic fantasy campaigns with tactical combat and extensive character customization.
HighlightsEscalation supplies fresh dice at the risk of harsher consequences, making continued opposition a choice about what the stakes are worth. Fallout changes Traits and Relationships to carry conflict consequences into later play. The town-creation ladder builds crises from interconnected grievances without prescribing how the Dogs should resolve them.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.
ConsiderationsThe Faith's patriarchal theology supplies concrete grievances in the town-creation rules and needs deliberate rewriting for another religious framework. Conflicts abstract range and movement into narrated actions rather than measured positioning. The GM must challenge the Dogs' judgments without preparing a preferred solution.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.