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Dungeons & Dragons vs Exalted

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

Dungeons & DragonsExalted
GenreFantasyFantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed RulesHigh-Power, Crunchy, Tactical, High-Fantasy, Martial Arts, Lore-Heavy, Character Building, Corruption
Core MechanicRoll a d20 and add applicable modifiers to meet or beat a target number. Checks and saving throws use a Difficulty Class; attacks use Armor Class. Advantage or disadvantage means rolling two d20s and keeping the higher or lower result.Roll a pool of d10s equal to an Attribute + Ability; each die showing 7–9 counts as one success and each 10 as two, measured against a target number of successes. Vivid descriptions of an action (stunts) add 1–3 bonus dice and can restore spent Essence, rewarding evocative narration on every roll.
Diced20d10 dice pool
ComplexityHighVery High
AccessibilityVery HighMedium
RunnabilityVery HighHigh
LicenseCreative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core booksProprietary
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherWizards of the CoastOnyx Path Publishing
Year20242016
LanguagesEnglish, French, Italian, German, SpanishEnglish
Best ForGroups who want heroic fantasy campaigns with tactical combat and extensive character customization.Groups committed to a long campaign about demigod protagonists: mastering deep, individualized Charm builds, fighting Initiative-driven tactical battles, and navigating the political collapse of a mythic empire.
HighlightsWeapon Mastery adds effects such as pushing or slowing enemies to qualifying weapon attacks. Class and feat choices let characters develop different roles over twenty levels. Optional Bastions give characters home bases with facilities that produce benefits between adventures.Combat is a tug-of-war over momentum: withering attacks steal Initiative from enemies into the attacker's pool, and a decisive attack then spends that pool to deal actual harm, so the maneuvering before the killing blow matters as much as the blow itself. Each of the 25 Abilities has its own tree of Essence-fueled Charms gated by prerequisite chains, so heavy investment in one Ability yields a combat or social style a differently-built character cannot reproduce. Intimacies set hard limits on persuasion (social actions roll against a target's Resolve, attempts aligned with a Defining Intimacy are easier and those that violate one are impossible), so social conflict turns on stated stakes rather than GM fiat.
ConsiderationsSpells and class abilities have separate resource limits and timing rules. Higher-level magic can change travel and encounter assumptions that the DM must prepare for. Social encounters rely on ability checks and DM judgments about NPC attitudes.The core rulebook supports only Solar Exalted as player characters: the other Exalt types (Dragon-Blooded, Lunar, Sidereal) appear here as antagonists rather than fully playable PCs. Solars so outmatch ordinary opposition that lone mortal or even Dragon-Blooded foes rarely threaten them, pushing the GM toward Charm-wielding antagonists or massed battle groups to mount a real challenge. Artifact crafting uses three separate experience currencies across four project tiers with long in-fiction time requirements, so a crafting-focused character's payoff arrives only over a sustained campaign.