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Dungeons & Dragons vs Forbidden Lands

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

Dungeons & DragonsForbidden Lands
GenreFantasyFantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Vancian Casting, Ascending ACSandbox, Hexcrawl, Gritty, Survival, Deadly, Exploration, Base-Building, Random Tables
Core MechanicMake a D20 Test by rolling d20, adding relevant modifiers, and comparing the total to a target number. Ability checks, saving throws, and attack rolls use this procedure. Advantage and disadvantage use two d20s and keep the higher or lower result.Roll a pool of d6s (attribute + skill + gear dice). Each 6 is a success. You can push your roll for extra dice, but risk damaging gear and taking conditions. Gear dice degrade on 1s. Year Zero Engine.
Diced20d6 dice pool
ComplexityMediumMedium
AccessibilityVery HighHigh
RunnabilityVery HighHigh
LicenseCC BY 4.0 (SRD); core books proprietaryYear Zero Engine OGL
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherWizards of the CoastFree League Publishing
Year20242018
LanguagesEnglish, French, Italian, German, SpanishEnglish, Swedish, German, French, Spanish, Italian
Best ForGroups who want heroic fantasy with configurable tactical combat, broad character options, and campaigns that span multiple levels.Sandbox hexcrawl campaigns with stronghold building, resource management, and a dark fantasy tone. Great for groups who want to explore and carve out their own corner of the world.
HighlightsAdvantage and disadvantage resolve common situational effects by selecting the higher or lower of two d20 rolls. Backgrounds, classes, subclasses, and feats distribute character choices across creation and advancement. Weapon Mastery gives qualifying weapon users distinct tactical effects without replacing the action economy.Detailed sandbox tools and hexcrawl structure, stronghold building adds long-term goals, push mechanic creates meaningful risk, low-prep with random encounter tables and legend handouts
ConsiderationsSpell preparation, spell slots, class features, and conditions create several interacting resources for players to track. High-level characters combine many spells and features, increasing adjudication work for the DM. Bastions add a separate downtime procedure for campaigns that use the stronghold rules.Tightly tied to its Ravenland setting, push mechanic can frustrate cautious players, stronghold rules require the full boxed set, hex encounters can feel repetitive without GM preparation