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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, and more.

Dungeons & DragonsKids on Brooms
GenreFantasyFantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed RulesMagic School, Freeform Magic, Roll to Cast, Collaborative, Worldbuilding, Rules-Light, Low-Prep, Fear & Stress Mechanics, Beginner-Friendly, Family-Friendly
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.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
ComplexityHighLow
AvailabilityFree core rulesPaid
Runnability5 of 5 book tools3 of 5 book tools
LicenseCreative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core booksAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Open licenseNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherWizards of the CoastHunters Entertainment / Renegade Game Studios
Year20242020
LanguagesEnglish, French, Italian, German, SpanishEnglish, Italian
Best ForGroups who want heroic fantasy campaigns with tactical combat and extensive character customization.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.
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.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.
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 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.