Dungeons & Dragons vs ShenaniGoblins
Compare Dungeons & Dragons and ShenaniGoblins side by side. See differences in complexity, dice, genre, cost, and more.
| Dungeons & Dragons | ShenaniGoblins | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Tactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed Rules | Comedy, Rules-Light, One-Shot Friendly, Beginner-Friendly, Low-Prep, Tag-Based, Player-Only Rolls, Freeform Magic, Character-Driven, CC-Licensed Rules |
| Core Mechanic | Roll 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. | To Do The Thing, roll one d6 for each Trait the Goblin Master agrees would help. Add one die for a helpful item in the goblin's Pockets, two when the goblin often does this task as part of its Job, and one per helper, then remove one die per character trying to stop the goblin. Each 5 or 6 is a Hit, and the goblin succeeds when the Hits equal or exceed the Goblin Master's difficulty of 1 to 5. Dice hit on 4+ when the action directly serves the goblin's Dream or the player spends 2 Sparks, and only on 6 when the player takes 1 XP for a hindering Trait. Two or more dice showing the same number also trigger Chaos Magic, adding Something Bad on a match of 1–3 or Something Good on a match of 4–6 on top of the roll's result. |
| Dice | d20 | d6 dice pool |
| Complexity | High | Very Low |
| Accessibility | Very High | Very High |
| Runnability | Very High | High |
| License | Creative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core books | CC BY-NC-SA 4.0 |
| Third-Party Publishing | Commercial publishing allowed — Open license | Noncommercial only — Open license |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | Free | Free |
| Publisher | Wizards of the Coast | Jon Pessin |
| Year | 2024 | 2025 |
| Languages | English, French, Italian, German, Spanish | English |
| Best For | Groups who want heroic fantasy campaigns with tactical combat and extensive character customization. | Groups who want a silly, low-prep fantasy one-shot about incompetent minions, where arguing a goblin's quirks into the dice pool is part of the fun. |
| Highlights | Weapon 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. | Matching dice add a Chaos Magic event on top of the roll's result, so even a successful roll can bring Something Bad. Damage marks off Traits that cannot be rolled until they recover, so an injured goblin loses dice instead of hit points. Fulfilling a goblin's Dream grants an immediate Level and a new Trait, and the player then sets an even more grandiose Dream. |
| Considerations | Spells 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. | Spark-powered magic has no spell list or cost table, so the Goblin Master judges how many Sparks each change costs. Any pool of seven or more dice is certain to contain a matching pair, which guarantees a Chaos Magic event. The rules include no character death: a goblin with every Trait marked is Out until one recovers. |