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Dungeons & Dragons vs VI·VIII·X

Compare Dungeons & Dragons and VI·VIII·X side by side. See differences in complexity, dice, genre, cost, and more.

Dungeons & DragonsVI·VIII·X
GenreFantasyFantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Vancian Casting, Ascending ACSkill-Based, Career-Based, Freeform Magic, Roll to Cast, Deadly, Gritty, Experimental
Core MechanicMake 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.Action Resolution Check (ARC): roll the die set by your Exclusive Skill score (d4 at skill 1–2 up to d12 at skill 9–10); rolling at or under the skill adds that result while rolling over subtracts the difference. Add the governing Character Stat and your Morality Index, then beat a hidden GM threshold (ARCT) or an opponent's roll (ARCO), with ties going to the defender. Because the Morality Index feeds every check, how closely a character follows their chosen moral Path constantly raises or lowers all their rolls.
Diced20d4–d12
ComplexityMediumMedium
AccessibilityVery HighVery High
RunnabilityVery HighLow
LicenseCC BY 4.0 (SRD); core books proprietaryVI·VIII·X Third Party License
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFreeFree
PublisherWizards of the CoastKnight of the Lake Games
Year20242025
Best ForGroups who want heroic fantasy with configurable tactical combat, broad character options, and campaigns that span multiple levels.Experienced GMs running morally grounded fantasy who want player choices to carry hidden mechanical weight, and tables that prefer immersion and information asymmetry over full rules transparency.
HighlightsAdvantage 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.A character's Morality Index adds to every check, so holding to a chosen moral Path lifts all rolls while drifting from it imposes a growing penalty until the character returns, and the GM tracks the grid position in secret so players feel the swing without seeing its cause. Secret Sorcery, the arcane tradition, pairs one element word with one principle word from twelve Magic Circles to declare any effect the GM prices by scope, removing spell lists and preparation and pushing magic toward improvised problem-solving. Characters have no hit points, so damage lowers the relevant Character Stat, and a stat reduced to zero starts a countdown of stat-plus-level turns during which healing can still reverse it before death locks in.
ConsiderationsSpell 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.The Keep Uneducated Paradigm places the morality grid, hidden thresholds, growth points, and State of Mind tracking entirely on the GM, a parallel bookkeeping load that grows with the party. Resting recovers only one or two stat points per day and any real activity reverses healing, while magical healing ages the character a week per point restored, forcing long downtime between fights. Social interaction has no mechanical subsystem and defaults to the player's own roleplaying, so persuasion, intimidation, and negotiation rely on the generic check rather than any dedicated social rules.