How is Radiant Tactics like D&D?

1–2 minutes

RPG enthusiasts want to know: how does Radiant Tactics compare to D&D? Here are key differences in their combat systems.

Radiant Tactics vs. D&D

  • Initiative & Turn Flow:
    • Radiant Tactics uses initiative phases by unit weight class (Light, Medium, Heavy), with all units of a phase acting before moving to the next. This creates more predictable sequencing and lets you plan around activation order.
    • D&D uses individual initiative, which is more granular but less structured.
  • Actions:
    • In Radiant Tactics, each unit can Attack, Move, and Spend Focus in any order. This is more flexible than D&D’s action/move/bonus action split.
    • Focus works as a pooled resource for abilities, spells, and item activations, unlike D&D’s fixed action economy.
  • Tactical Depth:
    • Radiant Tactics‘ emphasizes positional advantages like flanking, height, and terrain penalties, with detailed rules for reach, pincers, and attacks of opportunity. D&D’s positioning is simpler, with advantage/disadvantage being more binary.
    • Radiant Tactics‘ weapon dice and condition-infliction system adds granularity—attacks can cause limb loss, immobilization, demoralization, etc.—whereas D&D’s damage is usually just HP loss plus rare status effects.
  • Objectives:
    • Radiant Tactics scenarios use varied victory conditions (capture points, attrition, skill interactions, breakthroughs, hybrids), while D&D combat usually ends with “defeat the enemies.”

Bottom line: Radiant Tactics combat is more like a tactical skirmish board game with layered positional rules, while D&D’s combat is a narrative-driven RPG fight with simpler tactical layers.