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Dragonbane vs Rock & Stone

Compare Dragonbane and Rock & Stone side by side. See differences in complexity, dice, genre, and more.

DragonbaneRock & Stone
GenreFantasyFantasy
TagsBeginner-Friendly, Tactical, Classic Fantasy, Solo-Friendly, Fast-Paced, Mana PointsClassic Fantasy, Comedy, Dungeon Crawl, Fast-Paced, Heroic, High-Power, Random Tables, Rules-Light, Strong GM Support, Theater of the Mind
Core MechanicRoll d20 equal to or under your skill value to succeed. Boons roll 2d20 and keep the lowest; banes keep the highest. Six attributes (STR, CON, AGL, INT, WIL, CHA). Willpower Points fuel heroic abilities, class features, and spells across four magic schools. Combat uses initiative cards drawn each round for unpredictable turn order. Based on Drakar och Demoner (1982).For a test, roll a d20 and add the relevant skill; a total above the GM-set difficulty succeeds, while an exact match succeeds with a complication. Natural 20s and 1s produce especially heroic successes and fatal failures.
Diced20, d4–d12d20
ComplexityLowLow
AvailabilityFree quickstartFree core rules
Runnability4 of 5 book tools2 of 5 book tools
LicenseFree League Third-Party LicenseAELF Open License Version 1.0a
Third-Party PublishingNot yet researchedCommercial publishing allowed — AELF Open License Version 1.0a
Summary only, not legal advice. Check current terms before publishing.
PublisherFree League PublishingSebastian Hahn
Year20232025
LanguagesSwedish, English, German, Polish, French, SpanishEnglish
Best ForGroups who want approachable, fast-paced fantasy with a mix of adventure and humor: great for new players and veterans of classic European RPGs alike.Groups who want a fast, rules-light dungeon crawl about unusually capable dwarven mercenaries, with a compact setting and a ready-to-run starting adventure.
HighlightsApproachable roll-under system, initiative cards keep combat dynamic, Willpower Points unify magic and abilities cleanly, solo play rules included, boxed set includes maps and cardsGold committed to the dwarven hoard pays for levels, tying treasure recovery directly to advancement. Archetypes grant selectable active and passive abilities, giving each dwarf a distinct role within the shared skill system. Carousing turns a between-adventure roll into complications and opportunities that can seed later expeditions.
Considerationsd20 roll-under can feel swingy at low skill values, fewer character options than comparable fantasy RPGs, initiative card system adds components to trackCharacters are built around the last-dwarves premise, although the rules permit other heroes. Advancement grants its largest skill and ability gains through level four, after which levels add only hit points and one skill point. Spells are fixed archetype abilities with limited daily uses, so groups seeking open-ended magic will not find it here.