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Dungeons & Dragons vs Five Torches Deep

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

Dungeons & DragonsFive Torches Deep
GenreFantasyFantasy
Play StyleTactical, Heroic, Dungeon Crawl, Character Building, High-Fantasy, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending ACDungeon Crawl, Tactical, Resource Management, Rules-Light, Gritty, Ascending AC, Vancian Casting, Roll to Cast
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 + modifier vs DC 11 (most checks). Four classes (Warrior, Thief, Zealot, Mage), levels 1–9. Supply (SUP) abstracts consumables, load limits gear, and equipment can break via durability rolls. Magic carries mishap risk. Compatible with both 5e and B/X adventures.
Diced20d20
ComplexityMediumLow
AccessibilityVery HighVery High
RunnabilityHighMedium
LicenseCC BY 4.0 (SRD); core books proprietaryOGL 1.0a
Cost$$$$
PublisherWizards of the CoastSigil Stone Publishing
Year20242019
Best ForGroups who want heroic fantasy combining tactical grid combat with deep character-build options, scaling from one-shots up through long multi-tier campaigns.Groups who like 5e's core d20 feel but want OSR resource scarcity, simplified classes, and deadlier dungeon crawling.
HighlightsAdvantage and disadvantage collapse most situational modifiers into one mechanic: roll a second d20 and keep the higher or lower, so play rarely stops to total small bonuses. Each of the 12 classes offers four subclasses in the 2024 Player's Handbook, letting players reshape a class's role without multiclassing. Bounded accuracy keeps proficiency bonuses small, so low-level threats stay relevant in numbers and DCs read consistently across all tiers.Bridges 5e familiarity with OSR lethality, supply system elegantly handles torches and rations, fits in 48 pages, dual-compatible with 5e and B/X content
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.Very slim: GMs may need to house-rule gaps, limited character options compared to full 5e, magic mishap table can feel punishing, no bestiary included