Dungeons & Dragons vs Feng Shui
Compare Dungeons & Dragons and Feng Shui side by side. See differences in complexity, dice, genre, cost, and more.
| Dungeons & Dragons | Feng Shui | |
|---|---|---|
| Genre | Fantasy | Fantasy, Scifi, Historical, Modern, Post-Apocalyptic |
| Tags | Tactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed Rules | Cinematic, Combat-Heavy, Fast-Paced, High-Power, Martial Arts, Playbook-Driven, Pulp Action, Strong GM Support, Tactical, Theater of the Mind |
| Core Mechanic | Roll 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 positive d6 and a negative d6, subtract the negative die from the positive, and add the Swerve to an Action Value. Meeting or beating the Difficulty succeeds, while open-ended sixes create extreme results. |
| Dice | d20 | 2d6 |
| Complexity | High | Medium |
| Accessibility | Very High | High |
| Runnability | Very High | Very High |
| License | Creative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core books | All Rights Reserved |
| Third-Party Publishing | Commercial publishing allowed — Open license | Noncommercial only — Atlas Games Fair Use policy |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | Free | $ |
| Publisher | Wizards of the Coast | Atlas Games |
| Year | 2024 | 2015 |
| Languages | English, French, Italian, German, Spanish | English, French, Russian |
| Best For | Groups who want heroic fantasy campaigns with tactical combat and extensive character customization. | Groups that want fast Hong Kong action, tactical shot-by-shot fights, melodramatic hooks, and time-traveling campaigns that mix genres |
| Highlights | Weapon 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. | A descending shot countdown makes every action and interrupt change when a character acts again. One-hit mooks support crowd-clearing spectacle, while featured foes and bosses use deeper wound rules for climactic fights. Feng shui sites link faction victories to changes in history across four connected eras. |
| Considerations | Spells 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. | Most starting archetypes have fixed statistics and schticks, so initial mechanical customization is limited. The default adventure structure treats investigation and social scenes mainly as connections between fights. Exploding positive and negative dice permit large reversals even when a character's Action Value substantially exceeds the Difficulty. |