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Dungeons & Dragons vs Invisible Sun

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

Dungeons & DragonsInvisible Sun
GenreFantasyFantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed RulesAtmospheric, Character-Driven, Crunchy, Worldbuilding, Lore-Heavy, Mana Points, Narrative, Roleplay-Heavy, Weird
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.Subtract your venture (skills, spent bene from stat pools, situational modifiers) from the GM's challenge to find the number you must meet or beat on a d10. If venture meets the challenge, no roll is needed. Spending bene from the Sorcery pool casts spells and adds extra dice to magical actions (succeed if any die meets the target), but a flux result on a magic die triggers magical flux, an unintended side effect. The Sooth Deck of 60 cards plays along the Path of Suns board, and each new card shifts which colors of magic strengthen or weaken at the table.
Diced20d10
ComplexityHighVery High
AccessibilityVery HighLow
RunnabilityVery HighHigh
LicenseCreative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core booksProprietary
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFree$$$
PublisherWizards of the CoastMonte Cook Games
Year20242018
LanguagesEnglish, French, Italian, German, SpanishEnglish
Best ForGroups who want heroic fantasy campaigns with tactical combat and extensive character customization.Groups who want long-form magical roleplaying in a surreal setting where character arcs and spellcasting matter as much as combat. Particularly suited to tables willing to invest in deep character creation and the elaborate physical components (card decks and the Path of Suns play board) that the system uses.
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.Four distinct magic orders each use different rules: Vance sorcerers prepare and cast spells learned from books, Makers craft lasting magical items through the Maker's Matrix, Weavers improvise spells by combining aggregates, and Goetics summon and bind demons. The Sooth Deck of 60 cards plays along a Path of Suns board to shift which colors of magic strengthen or weaken in real time. Character arcs are the primary advancement engine: players pursue personal goals to earn Acumen and Crux points, with arcs ranging from short stories to entire campaigns. Between-session 'side-scenes' let characters take significant actions in writing without taking up table time.
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 full game uses an extensive physical-component library (Sooth Deck, multiple spell and ephemera decks, the Path of Suns board, character tomes, and stat pool sheets), all integral to play. Character creation runs eight steps across multiple chapters and typically occupies a full session before play begins. The Satyrine setting and its dream-logic surrealism are built into the rules; adapting Invisible Sun to a more conventional fantasy world requires reworking the magic registers, currency, and order structure. The Black Cube boxed set's premium pricing creates a higher barrier to entry than typical RPGs.