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Dungeons & Dragons vs Werewolf: The Apocalypse

Compare Dungeons & Dragons and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.

Dungeons & DragonsWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed RulesAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
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.Build a d10 dice pool, usually from an Attribute plus a Skill. Each 6 or higher is a success, and meeting the Storyteller-set Difficulty wins. Each pair of 10s counts as four successes. Rage dice replace regular dice up to current Rage and can cause Brutal outcomes.
Diced20d10 dice pool
ComplexityHighHigh
AccessibilityVery HighMedium
RunnabilityVery HighVery High
LicenseCreative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core booksAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Open licenseCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherWizards of the CoastRenegade Game Studios
Year20242023
LanguagesEnglish, French, Italian, German, SpanishEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForGroups who want heroic fantasy campaigns with tactical combat and extensive character customization.Groups who want long-form modern horror about shapeshifter packs defending communities from ecological and spiritual threats, with violent power constrained by moral and social consequences.
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.Brutal outcomes can force destructive failures or add four successes to actions the Storyteller judges can benefit from Rage. Choosing a Garou form changes a character's capabilities, creating tactical and narrative options. Caerns give the pack an improvable spiritual home whose traits connect campaign advancement to territory and community.
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.A Crinos-form Garou who did not kill in the previous turn must spend Willpower at the start of the next turn or enter frenzy, making the war form difficult to sustain outside violent scenes. Harano and Hauglosk can remove a Garou from play when despair or absolutism fills either track, making moral decline a campaign-level consequence. The game centers mature environmental and spiritual horror, including graphic violence and themes of exploitation and extremism that require deliberate table boundaries.