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Dungeons & Dragons Basic/Expert vs Shadowrun

Compare Dungeons & Dragons Basic/Expert and Shadowrun side by side. See differences in complexity, dice, genre, cost, and more.

Dungeons & Dragons Basic/ExpertShadowrun
GenreFantasyCyberpunk, Fantasy
TagsClassic Fantasy, Dungeon Crawl, Hexcrawl, Resource Management, Deadly, Vancian Casting, Descending AC, Domain ManagementCrunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy
Core MechanicRoll 1d20 and meet or exceed the attack or saving-throw target supplied by class, level, Hit Dice, and descending Armor Class. Exploration, reactions, morale, thief abilities, and treasure use their own d6, 2d6, or percentile procedures.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
ComplexityHighVery High
AccessibilityMediumHigh
RunnabilityVery HighVery High
LicenseAll Rights ReservedNo open license
Third-Party PublishingNot yet researchedNot yet researched
Cost$$$$
PublisherTSR Hobbies, Inc.Catalyst Game Labs
Year19812019
LanguagesEnglishEnglish, German, French, Italian
Best ForGroups who want a dangerous, referee-led fantasy campaign that starts with mapped dungeon expeditions and grows into wilderness travel, retainers, strongholds, and territorial play.Groups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat.
HighlightsTen-minute dungeon turns connect mapping, searching, light, encumbrance, rest, and wandering-monster pressure. Reaction and morale procedures allow negotiation, evasion, surrender, and retreat to matter alongside combat. The Expert volume expands the campaign into hex travel, naval expeditions, magical research, strongholds, settlers, and rulership.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.
ConsiderationsThe complete level 1 through 14 game requires both the Basic and Expert rulebooks. Descending Armor Class, class-specific tables, and separate procedures replace a universal action mechanic. Low hit points, poison saves, and other severe effects make early play highly lethal.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.