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Original Dungeons & Dragons vs Shadowrun

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

Original Dungeons & DragonsShadowrun
GenreFantasyCyberpunk, Fantasy
TagsClassic Fantasy, Dungeon Crawl, Exploration, Sandbox, Random Tables, Vancian Casting, Descending AC, Domain ManagementCrunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy
Core MechanicAbility scores are rolled on 3d6, and combat uses a d20 attack matrix keyed to class or Hit Dice and Armor Class. Initiative uses dice, saving throws use class-and-level tables, and spellcasters have limited spells remembered per adventure.Roll a pool of d6s equal to attribute + skill, counting 5s and 6s as hits. Meet or exceed a threshold to succeed. Situational advantages generate Edge points rather than modifying dice pools directly; Edge is spent on tactical effects like rerolling dice, adding successes, or imposing penalties on opponents.
Diced20d6 dice pool
ComplexityHighVery High
AccessibilityMediumHigh
RunnabilityLowVery High
LicenseProprietaryNo open license
Third-Party PublishingNot yet researchedNot yet researched
Cost$$$$
PublisherTactical Studies RulesCatalyst Game Labs
Year19742019
LanguagesEnglishEnglish, German, French, Italian
Best ForGroups who want an early fantasy campaign game with dungeon expeditions, open wilderness play, and substantial referee adjudication. It fits tables willing to choose or adapt procedures when the rules leave room.Groups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat.
HighlightsA class-and-level attack matrix turns a d20 roll into a direct Armor Class result. Separate dungeon, wilderness, aerial, and naval procedures let a campaign expand beyond expeditions. Referee-facing dungeon design and stronghold rules support an open campaign beyond a prepared scenario.The setting fuses megacorporate intrigue with magic and metahuman races, so a single team mixes street samurai, mages, and deckers. Distinct subsystems model Matrix hacking, spellcasting, drone rigging, and astral space, each carrying its own rules depth. The Edge economy converts situational advantages into a spendable resource for rerolls, extra hits, or penalties on opponents.
ConsiderationsClasses, race limits, spell lists, and attack matrices impose a specific early D&D structure. The original rules distribute important procedures across separate subjects rather than one universal task rule. Running strict 1974 requires separating the original rules from Chainmail references and later compilation material.Matrix hacking runs on its own timescale and can leave non-decker players idle during a run. Character creation spreads across attributes, skills, magic or resonance, gear, and lifestyle, making the first build long. Dice pools grow large at high skill, so counting hits on a fistful of d6s slows resolution.