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Dungeons & Dragons vs Playing God

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

Dungeons & DragonsPlaying God
GenreFantasyFantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Vancian Casting, Ascending ACCollaborative, Diceless, GM-Less, High-Power, One-Shot Friendly, Roleplay-Heavy, Sandbox, Solo-Friendly, Superpowers, Worldbuilding
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.Playing God uses no dice for its core resolution: players choose from the minor and major wonders allowed by their divine rank, and each wonder takes effect without a success roll. Devotion plus History determines divine rank, which expands the number and scale of wonders available each age. The optional Deck of Fate adds uncontrollable mortal events, while avatar battles use a separate card-hand procedure or another system chosen by the table.
Diced20Diceless
ComplexityMediumMedium
AccessibilityVery HighMedium
RunnabilityVery HighLow
LicenseCC BY 4.0 (SRD); core books proprietaryORC License
Third-Party PublishingCommercial publishing allowed — Open licenseCommercial publishing allowed — ORC License
Summary only, not legal advice. Check current terms before publishing.
CostFree$
PublisherWizards of the CoastGnome Made Games
Year20242025
Best ForGroups who want heroic fantasy with configurable tactical combat, broad character options, and campaigns that span multiple levels.Groups who want to create a shared mythology across ages, either as a standalone campaign or as a foundation for another RPG setting. It also suits solo players and GM-less tables that enjoy negotiating divine alliances and rivalries.
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.Each of the 23 domains grants a distinct wonder and modifier, making a god's portfolio mechanically consequential. Wonders permanently alter the shared multiverse, producing a usable mythic setting as play advances. Lower-ranked deities can pool their allotments to perform major wonders they could not enact alone.
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.Play centers on choosing and narrating godly wonders, with little direct support for character-scale action. Avatar battles use a brief card-hand procedure or another game chosen by the table, so the core book does not model positional combat. The optional Deck of Fate can impose Devotion losses or dictate a deity's next wonder, trading player control for unpredictable mortal events.