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Dungeons & Dragons vs Numenera

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

Dungeons & DragonsNumenera
GenreFantasyScifi, Fantasy
Play StyleTactical, Heroic, Combat-Heavy, Dungeon Crawl, Character Building, High-Fantasy, Grid-Based, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending ACExploration, Weird, Theater of the Mind, Player-Only Rolls, Low-Prep, Lore-Heavy, Cinematic, Atmospheric, Narrative
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.GM sets task difficulty 1–10; the target number is difficulty × 3 on a d20. Players ease difficulty by being trained (one step) or specialized (two steps) in a skill, having a favorable asset, or applying Effort — spending points from Might, Speed, or Intellect Pools, with Edge in the relevant stat reducing the cost. Players make all rolls; defense rolls against creatures use the same d20 system as attacks. Natural 17–20 add bonus damage or trigger minor and major effects; natural 1 prompts a GM intrusion that awards the player XP.
Diced20d20
ComplexityMediumMedium
AccessibilityHighHigh
CommunityVery HighMedium
LicenseCC BY 4.0 (SRD); core books proprietaryProprietary
Cost$$$$$
PublisherWizards of the CoastMonte Cook Games
Year20242018
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 exploration-driven science-fantasy where uncovering ancient technology and forgotten knowledge is the campaign's core reward. Particularly suited to GMs who prefer minimal preparation and players who enjoy spending stat-pool resources to ease tasks rather than tracking many subsystems.
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.Cyphers are single-use, randomly determined gadgets that every character carries and that refresh each session, so combat and problem-solving options change constantly without permanent power creep. The GM never rolls — players make all attack and defense rolls against fixed creature target numbers. Three character types (Glaive, Nano, Jack) combine with dozens of descriptors and foci to produce sharply differentiated builds without a class-and-level structure. XP is awarded for discovery and for accepting GM intrusions rather than for combat, and players can spend XP on player intrusions to bend the narrative.
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.Combat is theater of the mind by default with no grid or detailed positioning rules. GM intrusions are central to play and require player buy-in; players who prefer uninterrupted action control may find them disruptive. Cyphers must be rolled or selected fresh each session, adding GM workload that scales with party size. The Ninth World setting is intentionally vague in many places, leaving GMs to invent specific details.