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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, Dungeon Crawl, Character Building, High-Fantasy, 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
AccessibilityHighVery High
RunnabilityVery HighHigh
License3rd Party LicenseCC BY 4.0 (SRD); core books proprietary
Cost$$Free
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 combining tactical grid combat with deep character-build options, scaling from one-shots up through long multi-tier campaigns.
HighlightsCharacter funnels are distinctive, unpredictable magic system, Appendix N aestheticAdvantage and disadvantage collapse most situational modifiers into one mechanic: roll a second d20 and keep the higher or lower, so play rarely stops to total small bonuses. Each of the 12 classes offers four subclasses in the 2024 Player's Handbook, letting players reshape a class's role without multiclassing. Bounded accuracy keeps proficiency bonuses small, so low-level threats stay relevant in numbers and DCs read consistently across all tiers.
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.