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Dungeons & Dragons vs Maze Rats

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

Dungeons & DragonsMaze Rats
GenreFantasyFantasy
Play StyleTactical, Heroic, Combat-Heavy, Dungeon Crawl, Character Building, High-Fantasy, Grid-Based, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending ACRules-Light, Dungeon Crawl, Sandbox, Random Tables, Improvisation, Freeform Magic, 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.Danger Roll: roll 2d6 + ability bonus (STR, DEX, or WIL), 10+ avoids danger. Advantage rolls 3d6 keep best two. Attack rolls use 2d6 + Attack Bonus vs. target's Armor. Spells are randomly generated from combination tables (effect + element + form) and erased after casting.
Diced202d6
ComplexityMediumVery Low
AccessibilityHighHigh
CommunityVery HighLow
LicenseCC BY 4.0 (SRD); core books proprietaryCC BY 4.0
Cost$$$$
PublisherWizards of the CoastSwordfish Islands LLC
Year20242024
Best ForGroups who want heroic fantasy adventures with tactical grid combat, deep character customization, and access to more published adventures and supplements than any other RPG.GMs who want a dead-simple system with extensive random tables that generate adventures, spells, NPCs, and monsters on the fly.
HighlightsAdvantage/disadvantage system simplifies most situational modifiers to a single mechanic. Extensive class and subclass options across 12 base classes with 48 subclasses in the 2024 PHB. The largest third-party content ecosystem in tabletop RPGs. Free basic rules and starter sets lower the barrier to entry.Fits in 12 pages, extensive random tables for on-the-fly worldbuilding, spell generation system is highly creative, CC BY 4.0 license, near-zero prep
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 minimal — experienced players may want more mechanical depth, no bestiary or setting included, advancement is slow and simple, assumes GM comfort with improvisation