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Dungeons & Dragons vs Flying Circus

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

Dungeons & DragonsFlying Circus
GenreFantasyFantasy
Play StyleTactical, Heroic, Combat-Heavy, Dungeon Crawl, Character Building, High-Fantasy, Grid-Based, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending ACCrunchy, Combat-Heavy, Atmospheric, Character-Driven, Sandbox
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 2d10 + stat: 10 or less is a miss, 11–15 is a partial hit, 16+ is a full hit. Moves are triggered by fiction. Air combat uses energy management, altitude, and speed on instrument panels. Stress accumulated in missions is relieved between flights through vices and relationships.
Diced202d10
ComplexityMediumHigh
AccessibilityHighLow
CommunityVery HighLow
LicenseCC BY 4.0 (SRD); core books proprietaryProprietary (PbtA)
Cost$$$$$
PublisherWizards of the CoastNewstand 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.Groups who want a deeply detailed aerial combat game wrapped in a rich, character-driven story about mercenary pilots in a post-war fantasy world.
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.Highly detailed air combat, setting blends WWI aviation with Miyazaki-esque fantasy, character-driven downtime system, free aircraft builder tool, 10 diverse playbook backgrounds
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.Dense and intimidating to learn, very niche aerial-combat focus, requires printing instrument panels and component cards, limited to its specific setting