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Dungeon Crawl Classics vs Dungeons & Dragons

Compare Dungeon Crawl Classics and Dungeons & Dragons side by side. See differences in complexity, dice, genre, cost, and more.

Dungeon Crawl ClassicsDungeons & Dragons
GenreFantasyFantasy
Play StyleDeadly, Exploration, Gonzo, Dungeon Crawl, One-Shot Friendly, Theater of the Mind, Fast-Paced, Ascending AC, Roll to Cast, Random TablesTactical, Heroic, Combat-Heavy, Dungeon Crawl, Character Building, High-Fantasy, Grid-Based, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending AC
Core MechanicRoll d20 + modifiers. Unique dice chain shifts die size up/down. Mercurial magic tables.Roll d20 + modifier against a target DC (for ability checks and saving throws) or AC (for attacks). Meeting or exceeding the target succeeds. Advantage rolls 2d20 and takes the higher; disadvantage takes the lower, replacing most situational modifiers.
Diced3–d30d20
ComplexityMediumMedium
AccessibilityMediumHigh
RunnabilityHighHigh
License3rd Party LicenseCC BY 4.0 (SRD); core books proprietary
Cost$$$$$
PublisherGoodman GamesWizards of the Coast
Year20122024
Best ForOld-school dungeon crawls with unpredictable magic, character funnels, and a sense of wonder.Groups who want heroic fantasy adventures with tactical grid combat, deep character customization, and access to more published adventures and supplements than any other RPG.
HighlightsCharacter funnels are distinctive, unpredictable magic system, Appendix N aestheticAdvantage/disadvantage system simplifies most situational modifiers to a single mechanic. Extensive class and subclass options across 12 base classes with 48 subclasses in the 2024 PHB. The largest third-party content ecosystem in tabletop RPGs. Free basic rules and starter sets lower the barrier to entry.
ConsiderationsRequires unusual dice (d3, d5, d7, d14, d16, d24, d30), spell result tables slow play at higher levels, funnel adventures require many disposable charactersHigh-level play (tier 3-4) introduces significant spell interaction complexity and encounter balancing challenges for GMs. No official rules for non-fantasy genres. Three core books at $50 each represent a significant investment for the full rules.