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Dungeons & Dragons vs Dungeons & Dragons Basic/Expert

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

Dungeons & DragonsDungeons & Dragons Basic/Expert
GenreFantasyFantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Vancian Casting, Ascending ACClassic Fantasy, Dungeon Crawl, Hexcrawl, Resource Management, Deadly, Vancian Casting, Descending AC, Domain Management
Core MechanicMake 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.Roll 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.
Diced20d20
ComplexityMediumHigh
AccessibilityVery HighMedium
RunnabilityVery HighVery High
LicenseCC BY 4.0 (SRD); core books proprietaryAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFree$
PublisherWizards of the CoastTSR Hobbies, Inc.
Year20241981
LanguagesEnglish, French, Italian, German, SpanishEnglish
Best ForGroups who want heroic fantasy with configurable tactical combat, broad character options, and campaigns that span multiple levels.Groups who want a dangerous, referee-led fantasy campaign that starts with mapped dungeon expeditions and grows into wilderness travel, retainers, strongholds, and territorial play.
HighlightsAdvantage 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.Ten-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.
ConsiderationsSpell 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.The 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.