Dungeons & Dragons vs Stonetop
Compare Dungeons & Dragons and Stonetop side by side. See differences in complexity, dice, genre, cost, and more.
| Dungeons & Dragons | Stonetop | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Tactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed Rules | CC-Licensed Rules, Playbook-Driven, Resource Management, Fiction-First, Strong GM Support, Base-Building, Journey, Character-Driven, Worldbuilding, Exploration |
| 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. | Describe what your character does; when it meets a move's trigger, roll 2d6 and add a stat from -1 to +3. A 10+ is a strong hit and a 7-9 is a weak hit: partial success or success with a cost. On a 6-, PCs normally mark XP and the GM makes a hard move unless the move says otherwise. Advantage or disadvantage normally adds a third d6 and drops the lowest or highest; damage rolls instead roll damage twice and keep the best or worst result. The GM does not generally roll during play. |
| Dice | d20 | 2d6 |
| Complexity | High | High |
| Accessibility | Very High | Medium |
| Runnability | Very High | Very High |
| License | Creative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core books | CC BY-SA 4.0 |
| Third-Party Publishing | Commercial publishing allowed — Open license | Commercial publishing allowed — Open license |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | Free | $$ |
| Publisher | Wizards of the Coast | Lampblack & Brimstone |
| Year | 2024 | 2026 |
| 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 long-running hearth-fantasy campaign centered on a village as much as its heroes. Play alternates dangerous expeditions into a darkening iron-age world with homefront scenes of courtship, harvest, and community projects. |
| 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. | The steading playbook tracks the village's Fortunes and Surplus, so projects and disasters change what Stonetop can withstand. Seasons Change generates or consumes Surplus and grants seasonal gains, so the village's resources change with each passing season. Expeditions make preparation matter by weighing load and supplies against GM-presented travel challenges. |
| 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. | The game is built around defending one village, so rootless or wandering parties leave its homefront engine behind. Combat relies on spotlighting, abstract range tags, and fictional positioning, which may not suit groups that want a detailed tactical combat procedure. Supplies, load, provisions, and village Surplus are tracked in several places, adding steady bookkeeping to expeditions and downtime. |