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Dungeons & Dragons vs Kids on Brooms

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

Dungeons & DragonsKids on Brooms
GenreFantasyFantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Vancian Casting, Ascending ACMagic School, Freeform Magic, Roll to Cast, Collaborative, Worldbuilding, Rules-Light, Low-Prep, Fear & Stress Mechanics, Beginner-Friendly, Family-Friendly
Core MechanicMake a D20 Test by rolling d20, adding relevant modifiers, and comparing the total to a target number. Ability checks, saving throws, and attack rolls use this procedure. Advantage and disadvantage use two d20s and keep the higher or lower result.Each of six stats has a die from d4 to d20; roll the relevant die against a GM-set difficulty. A maximum die result that still misses triggers a Lucky Break reroll, adding the new result. Failed checks grant Adversity Tokens that players can later spend to raise rolls.
Diced20d4–d20
ComplexityMediumLow
AccessibilityVery HighMedium
RunnabilityVery HighLow
LicenseCC BY 4.0 (SRD); core books proprietaryAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Open licenseNo verified route found
Summary only, not legal advice. Check current terms before publishing.
CostFree$
PublisherWizards of the CoastHunters Entertainment / Renegade Game Studios
Year20242020
LanguagesEnglish, French, Italian, German, SpanishEnglish, Italian
Best ForGroups who want heroic fantasy with configurable tactical combat, broad character options, and campaigns that span multiple levels.Groups that want to build a magical school together and tell adventures from its rumors and relationships. It suits tables that prefer a light check system and open-ended magic over tactical combat.
HighlightsAdvantage and disadvantage resolve common situational effects by selecting the higher or lower of two d20 rolls. Backgrounds, classes, subclasses, and feats distribute character choices across creation and advancement. Weapon Mastery gives qualifying weapon users distinct tactical effects without replacing the action economy.Players build their school together and seed its history with rumors that the GM can turn into adventures. Open-ended spells use the intended effect and scope to set a difficulty, letting students attempt magic without a fixed spell list. Relationship questions establish bonds among characters before play and give the GM personal story hooks.
ConsiderationsSpell preparation, spell slots, class features, and conditions create several interacting resources for players to track. High-level characters combine many spells and features, increasing adjudication work for the DM. Bastions add a separate downtime procedure for campaigns that use the stronghold rules.The GM judges target numbers for ordinary checks using example anchors rather than a fixed formula. Spell difficulty depends on four effect categories, asking the GM to price each new magical attempt. Combat resolves through opposed checks and an injury chart without tactical positioning rules.