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Dragonslayer RPG vs Dungeons & Dragons

Compare Dragonslayer RPG and Dungeons & Dragons side by side. See differences in complexity, dice, genre, cost, and more.

Dragonslayer RPGDungeons & Dragons
GenreFantasyFantasy
Play StyleDungeon Crawl, Combat-Heavy, Gritty, Descending AC, Vancian Casting, Random TablesTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Vancian Casting, Ascending AC
Core MechanicRoll d20 + attack bonus against descending Armour Class to hit in combat. Saving throws are roll-over by category (Breath, Death, Stone, Wand, Spell). Initiative is d6 per side each round. The GM (Maze Controller) tracks time, light, encounters, and resources: torches burn out, rations deplete, and random encounters escalate with noise and delay.Make a D20 Test by rolling d20, adding relevant modifiers, and comparing the total to a target number. Ability checks, saving throws, and attack rolls use this procedure. Advantage and disadvantage use two d20s and keep the higher or lower result.
Diced20d20
ComplexityMediumMedium
AccessibilityHighVery High
RunnabilityHighVery High
LicenseProprietaryCC BY 4.0 (SRD); core books proprietary
Cost$$Free
PublisherGreg GillespieWizards of the Coast
Year20242024
Best ForOSR veterans who want a traditional dungeon-crawling experience with descending AC, strict resource management, and classic class-and-level gameplay: especially fans of Barrowmaze and megadungeon play.Groups who want heroic fantasy with configurable tactical combat, broad character options, and campaigns that span multiple levels.
HighlightsComprehensive old-school toolkit with 11 classes and 8 races, heavy emphasis on dungeon exploration procedures (marching order, light, time), critical hit/miss tables add combat drama, designed by a megadungeon expert, extensive spell lists and equipmentAdvantage and disadvantage resolve common situational effects by selecting the higher or lower of two d20 rolls. Backgrounds, classes, subclasses, and feats distribute character choices across creation and advancement. Weapon Mastery gives qualifying weapon users distinct tactical effects without replacing the action economy.
ConsiderationsDescending AC and THAC0-adjacent math will alienate modern players, very large rulebook for an OSR game, tightly bound to classic dungeon fantasy, limited innovation beyond curating and polishing older mechanicsSpell preparation, spell slots, class features, and conditions create several interacting resources for players to track. High-level characters combine many spells and features, increasing adjudication work for the DM. Bastions add a separate downtime procedure for campaigns that use the stronghold rules.