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Dungeons & Dragons vs Into the Odd Remastered

Compare Dungeons & Dragons and Into the Odd Remastered side by side. See differences in complexity, dice, genre, cost, and more.

Dungeons & DragonsInto the Odd Remastered
GenreFantasyFantasy
Play StyleTactical, Heroic, Combat-Heavy, Dungeon Crawl, Character Building, High-Fantasy, Grid-Based, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending ACRules-Light, Dungeon Crawl, Weird, Low-Prep, Attacks Always Hit, Open Source
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.Three ability scores (STR, DEX, WIL) rolled on 3d6. No to-hit rolls — attacks always deal damage directly. Saves are d20 roll-under the relevant ability. Damage reduces HP first, then STR; at 0 STR you die. Arcana are unique magical objects that grant strange powers.
Diced20d20, d4–d12
ComplexityMediumVery Low
AccessibilityHighVery High
CommunityVery HighMedium
LicenseCC BY 4.0 (SRD); core books proprietaryCC BY-SA 4.0
Cost$$$$
PublisherWizards of the CoastBastionland Press / Free League Workshop
Year20242022
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 an ultra-streamlined OSR game where character creation takes minutes, combat is fast and deadly, and strange Arcana replace traditional spell lists.
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.Character creation in under five minutes, no wasted turns thanks to auto-hit combat, Arcana system offers wide creative options, fits in about 50 pages, spawned an entire design movement (Cairn, Liminal Horror, etc.)
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 swingy random ability scores at creation, tightly coupled to its Bastion/Underground setting, no structured advancement beyond finding Arcana, auto-hit combat removes tactical decisions around accuracy