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Dungeons & Dragons vs Electric Bastionland

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

Dungeons & DragonsElectric Bastionland
GenreFantasyFantasy
Play StyleTactical, Heroic, Combat-Heavy, Dungeon Crawl, Character Building, High-Fantasy, Grid-Based, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending ACRules-Light, Weird, Classless, Dungeon Crawl, Attacks Always Hit, One-Shot Friendly, Low-Prep
Core MechanicRoll 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.Roll d20 equal to or under attribute (STR, DEX, CHA) to avoid danger. Attacks always hit — roll weapon damage directly, reduced by armor. 100+ unique Failed Careers define your character through equipment and debt rather than stats.
Diced20d20
ComplexityMediumVery Low
AccessibilityHighVery High
CommunityVery HighMedium
LicenseCC BY 4.0 (SRD); core books proprietaryMark of the Odd SRD
Cost$$$Free / $$
PublisherWizards of the CoastBastionland Press
Year20242020
Best ForGroups who want heroic fantasy adventures with tactical grid combat, deep character customization, and access to more published adventures and supplements than any other RPG.Short treasure-hunting campaigns in a surreal, modern-tinged city. Ideal for groups who love strange worldbuilding, fast character creation via 100+ Failed Careers, and fiction-driven play.
HighlightsAdvantage/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.Two pages of actual rules, 100+ varied Failed Careers, detailed GM guidance, free 42-page edition available, spawned an entire design movement
ConsiderationsHigh-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.Tightly coupled to its surreal Bastion setting, minimal character progression, requires a confident GM, narrow genre focus