Dungeons & Dragons vs The Extraordinary Adventures of Baron Munchausen
Compare Dungeons & Dragons and The Extraordinary Adventures of Baron Munchausen side by side. See differences in complexity, dice, genre, cost, and more.
| Dungeons & Dragons | The Extraordinary Adventures of Baron Munchausen | |
|---|---|---|
| Genre | Fantasy | Historical, Fantasy |
| Tags | Tactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed Rules | GM-Less, Diceless, Comedy, Narrative, Improvisation, Rules-Light, Gonzo, Beginner-Friendly, One-Shot Friendly, Short Sessions |
| 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. | There are no dice. Each player starts with a purse of coins equal to the number of players, or five each with fewer than five players. In turn, a player tells a first-person tale of about five minutes on a subject another player names just before it starts. A listener with a coin may interrupt by staking one coin on an objection. The teller either keeps the coin and works the objection into the story, or pushes it back with a coin of their own. A refused objection normally goes back and forth, one coin and one insult at a time, until one side backs down and takes the pile. A teller who backs down must then use the objection. After everyone has told a story, each player gives their whole remaining purse to the story they liked best, never their own, and the largest pile wins. |
| Dice | d20 | Diceless |
| Complexity | High | Very Low |
| Accessibility | Very High | Medium |
| Runnability | Very High | Low |
| License | Creative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core books | All Rights Reserved |
| Third-Party Publishing | Commercial publishing allowed — Open license | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | Free | $ |
| Publisher | Wizards of the Coast | Fantasy Flight Games |
| Year | 2024 | 2016 |
| Languages | English, French, Italian, German, Spanish | English, German, Italian, Polish, Portuguese, Spanish |
| Best For | Groups who want heroic fantasy campaigns with tactical combat and extensive character customization. | Groups who want a short, GM-less party game of competitive boasting that needs only a handful of coins and quick wits, including tables new to roleplaying. |
| 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. | Objections are wagers, so a sharp teller invites interruptions that can be woven in and pockets each accepted stake. Appendix One gives 186 ready-made story subjects that a player can hand to the next teller. Two coin-free versions for online play let the game run asynchronously over email or a forum, or live in text chat. |
| 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. | A storyteller normally improvises a tale of around five minutes on a subject named moments before, which can put hesitant players on the spot. There are no advancement or campaign rules, so play suits one-off evenings rather than long campaigns. The core game assumes drinks are flowing, and a player who declines to tell a story must buy the company a round. |