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Dungeons & Dragons vs Shadowrun

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

Dungeons & DragonsShadowrun
GenreFantasyCyberpunk, Fantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed RulesCrunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Classless, Espionage
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 d6s equal to an attribute plus a skill, counting 5s and 6s as hits. Reach the required threshold to succeed, or compare hits in an opposed test. Situational advantages generate Edge points that can fund rerolls or extra hits. Dice pool modifiers still apply alongside Edge.
Diced20d6 dice pool
ComplexityHighVery High
AccessibilityVery HighHigh
RunnabilityVery HighVery High
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.
CostFree$
PublisherWizards of the CoastCatalyst Game Labs
Year20242019
LanguagesEnglish, French, Italian, German, SpanishEnglish, German, French, Portuguese, Russian
Best ForGroups who want heroic fantasy campaigns with tactical combat and extensive character customization.Groups who want cyberpunk-fantasy heists and enjoy mastering specialist rules together across a continuing campaign.
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.Specialist roles divide a heist across physical security, hacking, and magic, giving the team several ways into the same target. Edge turns situational advantages into a spendable resource for tactical choices. Reputation and Heat carry the consequences of conspicuous jobs into later missions.
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.Character creation requires coordinating priority choices with detailed gear purchases. Cyberware reduces Essence, which limits magical development. Wireless equipment bonuses expose connected gear to hacking.