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Amazing Tales vs Hero Kids

Compare Amazing Tales and Hero Kids side by side. See differences in complexity, dice, genre, and more.

Amazing TalesHero Kids
GenreUniversalFantasy
TagsBeginner-Friendly, Rules-Light, One-Shot Friendly, Narrative, Family-Friendly, Fiction-First, Low-Prep, Theater of the MindBeginner-Friendly, One-Shot Friendly, Grid-Based, Family-Friendly, Low-Prep, Heroic
Core MechanicEach character has 4 skills the child invents. Each skill is assigned a die (d12, d10, d8, d6): bigger die = better skill. Roll 3+ to succeed. That's the entire system.Roll d6 dice pool (pool size from hero card stats). Attacker's highest die vs. defender's highest die: equal or higher hits. Ability tests roll pool vs. target number (4/5/6).
Diced6–d12d6 dice pool
ComplexityVery LowVery Low
AvailabilityFree quickstartPaid
Runnability3 of 5 book tools3 of 5 book tools
LicenseProprietaryProprietary
Third-Party PublishingNot yet researchedNot yet researched
PublisherMartin LloydHero Forge Games
Year20192012
LanguagesEnglishEnglish
Best ForParents playing with kids aged 4+ who want collaborative storytelling with the simplest possible rules: one die roll, no math, any setting.Parents introducing kids aged 4–10 to tabletop RPGs. Simple enough for young children, with grid combat and pre-made hero cards.
HighlightsGenuinely playable by 4-year-olds, genre-agnostic (pirates, space, fairy tales, anything), child creates their own character skills, four ready-to-play settings included, encourages collaborative storytellingGenuinely playable by young children, print-and-play hero cards and stand-ups, included introductory adventure, lots of expansion adventures available
ConsiderationsFar too simple for older kids or adults, no combat system or advancement, GM (parent) does all the heavy lifting narratively, extremely limited mechanical depthToo simple for older players, no character progression system, fantasy-only, requires printing materials