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Dungeons & Dragons vs Shadow of the Demon Lord

Compare Dungeons & Dragons and Shadow of the Demon Lord side by side. See differences in complexity, dice, genre, and more.

Dungeons & DragonsShadow of the Demon Lord
GenreFantasyFantasy, Horror
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed RulesDark Fantasy, Gritty, Deadly, Fear & Stress Mechanics, Corruption, Character Building, Tactical, Combat-Heavy, Atmospheric, Strong GM Support
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.Roll d20 plus an attribute modifier against 10 for a challenge or the target’s Defense or attribute for an attack. Boons and banes cancel one for one. Roll the remaining d6s and add the highest boon or subtract the highest bane.
Diced20d20, d6
ComplexityHighMedium
AvailabilityFree core rulesFree quickstart
Runnability5 of 5 book tools4 of 5 book tools
LicenseCreative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core booksAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Open licenseCommercial publishing allowed — Community content program
Summary only, not legal advice. Check current terms before publishing.
PublisherWizards of the CoastSchwalb Entertainment
Year20242015
LanguagesEnglish, French, Italian, German, SpanishEnglish, French, German, Spanish, Portuguese, Italian, Polish, Chinese
Best ForGroups who want heroic fantasy campaigns with tactical combat and extensive character customization.Groups who want lethal fantasy horror with flexible character paths and campaigns built around eleven adventures.
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.Novice, expert and master paths combine freely to create specialized characters. Fast turns trade movement for an earlier action. Insanity and Corruption give frightening encounters and forbidden acts lasting mechanical consequences.
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.Starting characters can die from a single strong hit. The rules include graphic body horror and disturbing effects of forbidden magic. Advancement ends at level 10 after the campaign’s final adventure.