All Flesh Must Be Eaten vs D6 System
Compare All Flesh Must Be Eaten and D6 System side by side. See differences in complexity, dice, genre, and more.
| All Flesh Must Be Eaten | D6 System | |
|---|---|---|
| Genre | Horror, Modern | Universal |
| Tags | Simulation, Modular, Character Building, Roleplay-Heavy | Toolkit, Modular, Cinematic, Hackable, Skill-Based, Character Building |
| Core Mechanic | Roll d10 + attribute + skill vs a target number (typically 9). Characters are built with three power tiers: Norms (ordinary survivors), Survivors (action heroes), and Inspired (supernatural powers). The Zombie Master uses a detailed zombie creation system to customize the undead threat for each Deadworld setting. | Rate attributes and skills in numbers of six-sided dice, then roll that pool and total it against a difficulty number set by the GM. One die is the Wild Die: a 6 explodes and is rolled again, while a 1 can introduce a complication. Pips give +1 or +2 between full dice, and Character Points can be spent to add dice to a roll. |
| Dice | d10 | d6 dice pool |
| Complexity | Medium | Medium |
| Availability | Free quickstart | Free quickstart |
| Runnability | 5 of 5 book tools | 4 of 5 book tools |
| License | Proprietary (Unisystem) | Proprietary (licensed from West End Games) |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Eden Studios | Gallant Knight Games |
| Year | 2004 | 2024 |
| Languages | English | English |
| Best For | Groups who want a zombie survival RPG with flexible character creation, customizable zombie types, and multiple campaign settings from Romero-style horror to wuxia undead. | Groups who want one adaptable engine they can take across genres (cinematic action, fantasy, cyberpunk) with modular crunch they can dial up or down. |
| Highlights | Eleven distinct Deadworld settings in the core book, flexible Unisystem engine handles diverse genres, detailed zombie creation toolkit lets GMs craft unique threats, three character tiers support different play styles | Attributes and skills are rated in numbers of d6 that you pool, sum, and compare to a difficulty number, so improving a trait literally adds dice. One die in every pool is the Wild Die, which explodes on a 6 to push results higher and can trigger a complication on a 1. Genre Modules for fantasy, cyberpunk, superpowers, and more bolt onto the same core, so one engine spans many settings. |
| Considerations | Character creation is point-buy across Attributes, Qualities, Drawbacks, Skills, and Metaphysics, which front-loads a long series of choices before play begins. Combat applies damage multipliers after the hit roll and then subtracts armor, so a single exchange runs through several steps. The book supplies eleven Deadworld settings as construction kits rather than one canonical premise, so a group must settle its own zombie rules and tone first. | Large dice pools mean rolling and summing many d6s per action, which slows resolution for highly skilled characters. The breadth of optional modules and rules variants means groups must decide which subsystems to use before play. Character creation allocates dice and pips across attributes and skills, requiring some up-front arithmetic. |