TTRPG Wiki

Compare tabletop RPG systems to find your next game

Dungeons & Dragons vs Grimwild

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

Dungeons & DragonsGrimwild
GenreFantasyFantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed RulesNarrative, Fiction-First, Cinematic, Character-Driven, Heroic, Low-Prep, Random Tables, Player-Only Rolls, CC-Licensed Rules
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 d6 stat dice and take the highest: 6 is a perfect, 4–5 is messy (you succeed with trouble), 1–3 is grim. Two or more 6s is a critical. For harder tasks the GM adds d8 thorns, which can cut a high die down a tier. Players spend spark to boost rolls; the GM spends suspense to complicate them. The GM never rolls.
Diced20d6 dice pool, d8
ComplexityHighLow
AccessibilityVery HighVery High
RunnabilityVery HighHigh
LicenseCreative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core booksCC BY 4.0
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFreeFree
PublisherWizards of the CoastOddity Press
Year20242025
LanguagesEnglish, French, Italian, German, SpanishEnglish
Best ForGroups who want heroic fantasy campaigns with tactical combat and extensive character customization.Groups who want fast, cinematic heroic fantasy that leans on dramatic story beats and character arcs rather than tactical grid combat.
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.Action rolls take the highest of a d6 stat pool for a perfect, messy, or grim result, so every roll lands on a three-tier outcome rather than pass/fail. The GM raises difficulty by adding d8 thorns that can cut an otherwise good result, scaling danger without changing the dice you roll. Pools of d6 track resources, threats, and clocks by dropping dice as they deplete, unifying hit points, supplies, and looming dangers into one countdown.
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 GM never rolls dice, so all pacing and threat escalation rest on GM judgment and spent suspense. Outcomes are deliberately cinematic rather than simulationist, abstracting away tactical positioning and precise resource accounting. Advancement is tied to resolving story and character arcs, so groups that skip arc play get little mechanical progression.