Dungeon Crawlers vs EZD6
Compare Dungeon Crawlers and EZD6 side by side. See differences in complexity, dice, genre, and more.
| Dungeon Crawlers | EZD6 | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Rules-Light, One-Shot Friendly, Dungeon Crawl, Low-Prep, Fast-Paced, Fiction-First, Freeform Magic, Heroic, Theater of the Mind | Rules-Light, Beginner-Friendly, Low-Prep, One-Shot Friendly, Fast-Paced, Theater of the Mind, Heroic |
| Core Mechanic | Build 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 1d6 vs. a target number (typically 3 for combat). Boons roll 2d6 and keep the highest; banes keep the lowest. No attributes or modifiers: characters are differentiated by hero paths, species, and inclinations. Three strikes and you're down; armor provides a separate save. Karma earned on failures can boost future rolls. The Hero Die grants clutch rerolls. |
| Dice | d6 dice pool | d6 |
| Complexity | Very Low | Very Low |
| Availability | Paid | Paid |
| Runnability | Book tools not listed | 3 of 5 book tools |
| License | All Rights Reserved | Proprietary |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Peril Planet | Runehammer Games |
| Year | 2020 | 2022 |
| Languages | English | English |
| Best For | Groups wanting instant fantasy dungeon-crawling with minimal rules: perfect for one-shots, new players, or when you forgot your rulebooks. | Groups who want fast, fun fantasy with almost no rules overhead: pick a hero path, grab some d6s, and play. Great for new players and convention games. |
| Highlights | Entire game fits on 2 pages, character creation in minutes, freeform magic system, built-in adventure generator, same action/danger dice as Neon City Overdrive | Very easy to learn and teach, hero paths feel distinct without complex mechanics, karma and hero die create drama, runs well for one-shots and pickup games |
| Considerations | Very minimal: no detailed combat or advancement systems, limited long-campaign support, lacks depth for crunch-oriented players | Fantasy only: no official genre support, three classes per path limits long-campaign variety, minimal character advancement, no tactical depth |