TTRPG Wiki

Compare tabletop RPG systems to find your next game

Dungeons & Dragons vs Hogwarts: An RPG

Compare Dungeons & Dragons and Hogwarts: An RPG side by side. See differences in complexity, dice, genre, cost, and more.

Dungeons & DragonsHogwarts: An RPG
GenreFantasyFantasy
Play StyleTactical, Heroic, Dungeon Crawl, Character Building, High-Fantasy, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending ACMagic School, Licensed IP, Family, Mystery, Rules-Light, Roll to Cast, One-Shot Friendly
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 2d6 + trait (Bravery, Cunning, Intellect, Loyalty, or Magic). On 10+, full success. On 7–9, success with a cost or complication. On 6 or less, fail but mark Experience. Moves are triggered by the fiction: Basic Moves cover danger, stealth, persuasion, and knowledge; Magic Moves handle spellcasting, potions, dueling, and magical creatures; Quidditch Moves resolve matches.
Diced202d6
ComplexityMediumVery Low
AccessibilityVery HighVery High
RunnabilityHighLow
LicenseCC BY 4.0 (SRD); core books proprietaryCC BY-NC-SA 4.0
CostFreeFree
PublisherWizards of the CoastDavid Brunell-Brutman
Year20242020
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.Harry Potter fans who want a rules-light, narrative RPG for playing out original stories at Hogwarts: especially groups with younger or first-time players
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.Complete 16-page game with character sheets, spell lists organized by school year, Quidditch match rules, and setting reference: all free. Mysteries mechanic drives story forward with player-generated questions. Friends & Rivals system creates immediate inter-character drama. Conditions track both emotional and physical harm with distinct recovery paths.
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.Unlicensed fan game with no official support from the IP holders. No structured character classes or playbooks: characters differ mainly by trait scores and House. Advancement is slow, tied to accumulating four Experience. No rules for combat beyond the Duel magic move: physical conflicts use the same basic moves as everything else.