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Dungeon Crawlers vs ESSER

Compare Dungeon Crawlers and ESSER side by side. See differences in complexity, dice, genre, and more.

Dungeon CrawlersESSER
GenreFantasyUniversal
TagsRules-Light, One-Shot Friendly, Dungeon Crawl, Low-Prep, Fast-Paced, Fiction-First, Freeform Magic, Heroic, Theater of the MindRules-Light, Theater of the Mind, One-Shot Friendly, Short Sessions, Fast-Paced, Low-Prep, Freeform Magic, Cinematic, Classless, Roll to Cast
Core MechanicBuild a pool of Action dice (d6s) from trademarks and edges. Roll Danger dice for obstacles: matching Danger dice cancel Action dice. Highest remaining Action die determines success (6 = full, 4–5 = partial, 3 or less = fail).Roll d20 + skill bonus + attribute bonus. A result of 1–9 fails with a complication, 10–14 succeeds at a cost, 15–19 fully succeeds, and 20+ succeeds with an epic effect.
Diced6 dice poold20
ComplexityVery LowVery Low
AvailabilityPaidFree core rules
RunnabilityBook tools not listedBook tools not listed
LicenseAll Rights ReservedProprietary
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherPeril PlanetEspen Erlandsen
Year20202026
LanguagesEnglishEnglish
Best ForGroups wanting instant fantasy dungeon-crawling with minimal rules: perfect for one-shots, new players, or when you forgot your rulebooks.Groups seeking a two-hour, genre-flexible one-shot where the same d20 engine handles action and conversation.
HighlightsEntire game fits on 2 pages, character creation in minutes, freeform magic system, built-in adventure generator, same action/danger dice as Neon City OverdriveThe same d20 roll handles standard checks and direct contests, making transitions between scene types quick. Interface scales open-ended supernatural or technical effects by skill tier, letting one procedure cover magic and hacking. NPCs need a core bonus, Strikes, and an optional trait, so a GM can prepare threats with few statistics.
ConsiderationsVery minimal: no detailed combat or advancement systems, limited long-campaign support, lacks depth for crunch-oriented playersNo default setting is provided, so groups must supply a world for their adventure. Gear grants fictional permission rather than numeric bonuses, limiting equipment-based builds. Strikes reset after each adventure, so the track does not preserve mechanical attrition between adventures.