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Dungeons & Dragons vs ShenaniGoblins

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

Dungeons & DragonsShenaniGoblins
GenreFantasyFantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed RulesComedy, Rules-Light, One-Shot Friendly, Beginner-Friendly, Low-Prep, Tag-Based, Player-Only Rolls, Freeform Magic, Character-Driven, CC-Licensed Rules
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.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.
Diced20d6 dice pool
ComplexityHighVery Low
AccessibilityVery HighVery High
RunnabilityVery HighHigh
LicenseCreative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core booksCC BY-NC-SA 4.0
Third-Party PublishingCommercial publishing allowed — Open licenseNoncommercial only — Open license
Summary only, not legal advice. Check current terms before publishing.
CostFreeFree
PublisherWizards of the CoastJon Pessin
Year20242025
LanguagesEnglish, French, Italian, German, SpanishEnglish
Best ForGroups 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.
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.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.
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.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.