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Dungeons & Dragons vs Worlds Without Number

Compare Dungeons & Dragons and Worlds Without Number side by side. See differences in complexity, dice, genre, cost, and more.

Dungeons & DragonsWorlds Without Number
GenreFantasyFantasy
Play StyleTactical, Heroic, Dungeon Crawl, Character Building, High-Fantasy, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending ACSandbox, Exploration, Faction Play, Worldbuilding, Tactical, Ascending AC, Vancian Casting
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.2d6 + skill + attribute ≥ target for skills; d20 + modifiers vs. AC for combat. OSR-inspired with modern refinements.
Diced202d6 / d20
ComplexityMediumMedium
AccessibilityVery HighVery High
RunnabilityHighHigh
LicenseCC BY 4.0 (SRD); core books proprietaryProprietary
Cost$$$Free / $$
PublisherWizards of the CoastSine Nomine Publishing
Year20242021
Best ForGroups who want heroic fantasy combining tactical grid combat with deep character-build options, scaling from one-shots up through long multi-tier campaigns.Sandbox fantasy campaigns with deep worldbuilding tools, faction turns, and an OSR-flavored system from the creator of Stars Without Number.
HighlightsAdvantage and disadvantage collapse most situational modifiers into one mechanic: roll a second d20 and keep the higher or lower, so play rarely stops to total small bonuses. Each of the 12 classes offers four subclasses in the 2024 Player's Handbook, letting players reshape a class's role without multiclassing. Bounded accuracy keeps proficiency bonuses small, so low-level threats stay relevant in numbers and DCs read consistently across all tiers.Free version is very generous, comprehensive sandbox and worldbuilding tools, faction system, compatible with SWN
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.OSR combat can feel basic compared to modern tactical systems, limited mechanical support for narrative or story-arc campaigns, no built-in social encounter system