Dungeons & Dragons vs Those Who Wander
Compare Dungeons & Dragons and Those Who Wander side by side. See differences in complexity, dice, genre, cost, and more.
| Dungeons & Dragons | Those Who Wander | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Tactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Vancian Casting, Ascending AC | Heroic, High-Fantasy, Character Building, Classless, Tactical, Worldbuilding, Vancian Casting, Crunchy |
| Core Mechanic | Make a D20 Test by rolling d20, adding relevant modifiers, and comparing the total to a target number. Ability checks, saving throws, and attack rolls use this procedure. Advantage and disadvantage use two d20s and keep the higher or lower result. | Roll d20 + ability bonus + proficiency bonus against a Difficulty Score. Abilities use direct modifiers (−1 to +5) instead of base scores, removing a calculation step from every roll. Character progression replaces classes and levels with a 20-step path: at each step you choose between two or more diverging features, and prerequisites gate later options. |
| Dice | d20 | d20 |
| Complexity | Medium | Medium |
| Accessibility | Very High | High |
| Runnability | Very High | High |
| License | CC BY 4.0 (SRD); core books proprietary | Proprietary (free Essential Rules quickstart) |
| Cost | Free | $$ |
| Publisher | Wizards of the Coast | Gnome Made Games |
| Year | 2024 | 2022 |
| Best For | Groups who want heroic fantasy with configurable tactical combat, broad character options, and campaigns that span multiple levels. | Groups familiar with d20 fantasy who want deeper character customization, inclusive design covering any parentage pairing and accessibility for disabled characters, and long campaigns where each hero's 20-step path diverges from the rest of the party. |
| Highlights | Advantage and disadvantage resolve common situational effects by selecting the higher or lower of two d20 rolls. Backgrounds, classes, subclasses, and feats distribute character choices across creation and advancement. Weapon Mastery gives qualifying weapon users distinct tactical effects without replacing the action economy. | Parentage system inherits traits from any two birth parents across 15 peoples (dwarven, elven, human, halfling, avian, celestial, draconic, genie, gnoll, gnomish, goblin, kobold, infernal, orc, plus Complex Parentage) for hundreds of pairing combinations. Accessibility rules treat Blind and Deaf characters as mechanically viable heroes and integrate prosthetics and wheelchairs as part of the character. The 20-step branching progression replaces classes and levels: each step is a choice between two or more features that gate further specializations. Awakening heirlooms (weapons, armor, trinkets) gain new properties as characters take steps, growing in power and personality alongside their owner. |
| Considerations | Spell preparation, spell slots, class features, and conditions create several interacting resources for players to track. High-level characters combine many spells and features, increasing adjudication work for the DM. Bastions add a separate downtime procedure for campaigns that use the stronghold rules. | 477-page rulebook with substantial mechanical innovation in character creation requires significant reading before a first session. No adventures are included in the core rules: GMs must design their own scenarios or source from d20-compatible content. The steps system departs from familiar level/class structure, so players coming from d20 fantasy must learn a new progression model. No native rolled initiative: the storyteller chooses one of four ability-based turn-order methods at the start of each combat. |