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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, Dungeon Crawl, Character Building, High-Fantasy, 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
AccessibilityVery HighMedium
RunnabilityHighMedium
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 combining tactical grid combat with deep character-build options, scaling from one-shots up through long multi-tier campaigns.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 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.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