Dungeons & Dragons vs Legend of the Five Rings
Compare Dungeons & Dragons and Legend of the Five Rings side by side. See differences in complexity, dice, genre, cost, and more.
| Dungeons & Dragons | Legend of the Five Rings | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Tactical, Heroic, Dungeon Crawl, Character Building, High-Fantasy, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending AC | Social Combat, Social Intrigue, Faction Play, Drama, Career-Based, Crunchy, Lore-Heavy |
| Core Mechanic | Roll 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. | Roll-and-keep with custom dice. The player picks a skill and an elemental approach (Air, Earth, Fire, Water, or Void): the approach determines how the action is attempted, so a Fire approach to combat is a reckless overwhelming strike while a Water approach redirects an opponent's force. The pool is Ring dice (d6) equal to the chosen ring's value plus Skill dice (d12) equal to skill rank; after rolling, the player keeps up to ring-value dice. Kept faces show some mix of successes, explosive successes, opportunity, and strife symbols: successes meet a target number, opportunity spends create narrative effects, and accumulated strife eventually drives the character into Compromised. |
| Dice | d20 | d6 + d12 custom dice |
| Complexity | Medium | High |
| Accessibility | Very High | Medium |
| Runnability | High | Very High |
| License | CC BY 4.0 (SRD); core books proprietary | All Rights Reserved |
| Cost | $$$ | $$ |
| Publisher | Wizards of the Coast | Fantasy Flight Games |
| Year | 2024 | 2018 |
| Best For | Groups 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 samurai drama where internal conflict between sworn duty and personal desire matters as much as the sword, with structured rules for court intrigues and duels alongside skirmish combat. |
| Highlights | Advantage 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. | Approach choice means the same skill check resolves differently depending on which ring drives it, mechanizing personality and method instead of relegating them to flavor. Strife accumulates from dice rolls and triggers Compromised when it exceeds composure, turning emotional pressure into a tracked resource without a separate sanity subsystem. Ninjō (personal desire) and giri (sworn duty) are written into each character sheet, and the conflict between them is the engine of advancement and downtime scenes. |
| Considerations | High-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. | Custom dice are required and not easily substituted: physical sets must be purchased separately or the official dice app used. Honor, glory, status, strife, composure, void points, and conflict-specific resources all track separately, so social bookkeeping is heavy outside of skirmishes. The mechanical structure is tightly bound to Rokugan's clan system and Bushidō expectations: reskinning to other settings unwinds large chunks of character creation and technique progression. |