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Dungeons & Dragons vs No Thank You, Evil!

Compare Dungeons & Dragons and No Thank You, Evil! side by side. See differences in complexity, dice, genre, and more.

Dungeons & DragonsNo Thank You, Evil!
GenreFantasyFantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed RulesBeginner-Friendly, Family-Friendly, Rules-Light, Narrative, Collaborative, Low-Prep
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.Simplified Cypher System: roll d6 vs. difficulty number (1–6). Spend points from pools (Tough, Fast, Smart, Awesome) to lower difficulty. Character sentences scale by age: 'I'm a Noun' (age 5+), 'I'm an Adjective Noun' (age 6+), 'I'm an Adjective Noun who Verbs' (age 8+). Every character has a Companion with a one-use Cypher power. Any player can shout 'No Thank You, Evil!' to instantly end a scary encounter.
Diced20d6
ComplexityHighVery Low
AvailabilityFree core rulesPaid
Runnability5 of 5 book tools3 of 5 book tools
LicenseCreative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core booksProprietary
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherWizards of the CoastMonte Cook Games
Year20242015
LanguagesEnglish, French, Italian, German, SpanishEnglish
Best ForGroups who want heroic fantasy campaigns with tactical combat and extensive character customization.Families with kids aged 5 and up who want a structured, supportive introduction to tabletop RPGs in a whimsical setting.
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.Three complexity tiers scale character sentences by age (5+, 6+, 8+), built-in safety mechanic lets any player end a scary encounter, every character has a Companion with a one-use Cypher power, uses simplified Cypher System rules as a gateway to Numenera and The Strange
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.Designed for ages 5–12 with limited mechanical depth for older players, d6 vs. difficulty 1–6 resolution has narrow outcome range, setting is locked to the whimsical land of Storia, no advancement system beyond the three-tier sentence structure