Dungeons & Dragons vs Shadowrun
Compare Dungeons & Dragons and Shadowrun side by side. See differences in complexity, dice, genre, cost, and more.
| Dungeons & Dragons | Shadowrun | |
|---|---|---|
| Genre | Fantasy | Cyberpunk, Fantasy |
| Play Style | Tactical, Heroic, Dungeon Crawl, Character Building, High-Fantasy, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending AC | Crunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy |
| Core Mechanic | Roll 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 a pool of d6s equal to attribute + skill, counting 5s and 6s as hits. Meet or exceed a threshold to succeed. Situational advantages generate Edge points rather than modifying dice pools directly; Edge is spent on tactical effects like rerolling dice, adding successes, or imposing penalties on opponents. |
| Dice | d20 | d6 dice pool |
| Complexity | Medium | Very High |
| Accessibility | Very High | High |
| Runnability | High | Very High |
| License | CC BY 4.0 (SRD); core books proprietary | No open license |
| Cost | $$$ | $$$ |
| Publisher | Wizards of the Coast | Catalyst Game Labs |
| Year | 2024 | 2019 |
| Best For | Groups who want heroic fantasy combining tactical grid combat with deep character-build options, scaling from one-shots up through long multi-tier campaigns. | Groups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat. |
| Highlights | Advantage and disadvantage collapse most situational modifiers into one mechanic: roll a second d20 and keep the higher or lower, so play rarely stops to total small bonuses. Each of the 12 classes offers four subclasses in the 2024 Player's Handbook, letting players reshape a class's role without multiclassing. Bounded accuracy keeps proficiency bonuses small, so low-level threats stay relevant in numbers and DCs read consistently across all tiers. | The setting fuses megacorporate intrigue with magic and metahuman races, so a single team mixes street samurai, mages, and deckers. Distinct subsystems model Matrix hacking, spellcasting, drone rigging, and astral space, each carrying its own rules depth. The Edge economy converts situational advantages into a spendable resource for rerolls, extra hits, or penalties on opponents. |
| Considerations | High-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. | Matrix hacking runs on its own timescale and can leave non-decker players idle during a run. Character creation spreads across attributes, skills, magic or resonance, gear, and lifestyle, making the first build long. Dice pools grow large at high skill, so counting hits on a fistful of d6s slows resolution. |