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Dungeons & Dragons vs Mythras

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

Dungeons & DragonsMythras
GenreFantasyFantasy, Universal
Play StyleTactical, Heroic, Combat-Heavy, Dungeon Crawl, Character Building, High-Fantasy, Grid-Based, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending ACCrunchy, Tactical, Realistic, Simulation, Character Building, Deadly, Sandbox
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.Roll d100 under your skill percentage. In combat, degree of success vs. opponent determines Special Effects — tactical maneuvers like Disarm, Trip, Bypass Armor, and Bleed. Action Points govern actions per round, damage applies to hit locations.
Diced20d100
ComplexityMediumHigh
AccessibilityHighMedium
CommunityVery HighMedium
LicenseCC BY 4.0 (SRD); core books proprietaryORC
Cost$$$$$
PublisherWizards of the CoastThe Design Mechanism
Year20242016
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.Groups who want gritty, tactical, and realistic combat in a skill-based percentile system, particularly for historical, mythic, or low-fantasy settings.
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.Tactical Special Effects combat system, classless skill-based progression, five distinct magic systems, adaptable to many genres, free intro version (Mythras Imperative)
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.Steep learning curve for combat, analysis paralysis when choosing effects, large combats become unwieldy, lengthy character creation