TTRPG Wiki

Compare tabletop RPG systems to find your next game

Dungeons & Dragons vs Whitehack

Compare Dungeons & Dragons and Whitehack side by side. See differences in complexity, dice, genre, cost, and more.

Dungeons & DragonsWhitehack
GenreFantasyFantasy
Play StyleTactical, Heroic, Combat-Heavy, Dungeon Crawl, Character Building, High-Fantasy, Grid-Based, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending ACRules-Light, Narrative, Hackable, Mana Points, Freeform Magic
Core MechanicRoll d20 + modifier against a target DC (for ability checks and saving throws) or AC (for attacks). Meeting or exceeding the target succeeds. Advantage rolls 2d20 and takes the higher; disadvantage takes the lower, replacing most situational modifiers.Roll d20 under your attribute to succeed; the face value of a success indicates quality. Positive double rolls (roll 2d20, pick best) and negative double rolls (pick worst) replace flat modifiers. Characters are defined by Groups — species, vocations, and affiliations — which grant advantage on relevant tasks. The Wise class casts miracles by spending HP, with effects triangulated by their groups and wordings.
Diced20d20 + 3d6
ComplexityMediumLow
AccessibilityHighMedium
CommunityVery HighMedium
LicenseCC BY 4.0 (SRD); core books proprietaryProprietary
Cost$$$$$
PublisherWizards of the CoastChristian Mehrstam
Year20242023
Best ForGroups who want heroic fantasy adventures with tactical grid combat, deep character customization, and access to more published adventures and supplements than any other RPG.Experienced players who want a concise, elegant OSR system that rewards creative play — where freeform character groups replace rigid skill lists and miracles are flexible but costly.
HighlightsAdvantage/disadvantage system simplifies most situational modifiers to a single mechanic. Extensive class and subclass options across 12 base classes with 48 subclasses in the 2024 PHB. The largest third-party content ecosystem in tabletop RPGs. Free basic rules and starter sets lower the barrier to entry.Concise yet deep (~136 pages), Groups system replaces both skills and feats, compatible with old-school modules from 1974 onward, Auction mechanic adds tension to extended contests, miracles system rewards creative description, four editions of refinement
ConsiderationsHigh-level play (tier 3-4) introduces significant spell interaction complexity and encounter balancing challenges for GMs. No official rules for non-fantasy genres. Three core books at $50 each represent a significant investment for the full rules.Dense writing requires careful reading — not a quick-start game, assumes familiarity with old-school play, no bestiary or setting included, rare classes may feel underdeveloped