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Dungeons & Dragons vs Mischief

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

Dungeons & DragonsMischief
GenreFantasyFantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Vancian Casting, Ascending ACRules-Light, Classless, Gonzo, Comedy, Fast-Paced, Fiction-First, Low-Prep, Improvisation, Character-Driven, Hackable
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.Roll a d12 and add BODY, MIND, or WILL, then read the total on a five-tier scale: 12+ is a Critical Success, 9–11 a Success, 5–8 a Mixed Success, 2–4 a Failure, and 1 or less a Critical Failure. Natural 12s and 1s are always critical. Each instance of Good or Bad Luck adds a d12 and keeps the highest or lowest result.
Diced20d12
ComplexityMediumLow
AccessibilityVery HighVery High
RunnabilityVery HighLow
LicenseCC BY 4.0 (SRD); core books proprietaryMade for Mischief Third-Party License
Third-Party PublishingCommercial publishing allowed — Open licenseCommercial publishing allowed — Made for Mischief Third-Party License
Summary only, not legal advice. Check current terms before publishing.
CostFreeFree
PublisherWizards of the CoastDrimbus
Year20242026
LanguagesEnglish, French, Italian, German, SpanishEnglish
Best ForGroups who want heroic fantasy with configurable tactical combat, broad character options, and campaigns that span multiple levels.Groups who want quick, swingy fantasy sessions with comedic magic, freeform character concepts, and advancement tied to each character's personal goals.
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.Opponents use a single Power score as roll modifier, damage track, and persuasion threshold, so one number runs a creature in both combat and conversation. Characters level up by checking off items on a player-written Bucket List, tying advancement to personal goals rather than experience points. Abilities and spells share one list and are normally Exhausted by a failed roll, so magic needs no spell slots or mana.
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.A failed roll exhausts the Ability used until a Rest or Healing restores it, so a character starting with three Abilities can lose most of their tricks within one Conflict. Base attack damage is usually 1, or 2 on a critical, so weapons mostly differ in accuracy, critical range, and Luck conditions. Wounds add a -1 penalty and then Bad Luck on every roll, so injured characters get steadily worse at escaping danger.