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Dungeon Crawlers vs Rock & Stone

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

Dungeon CrawlersRock & Stone
GenreFantasyFantasy
TagsRules-Light, One-Shot Friendly, Dungeon Crawl, Low-Prep, Fast-Paced, Fiction-First, Freeform Magic, Heroic, Theater of the MindClassic Fantasy, Comedy, Dungeon Crawl, Fast-Paced, Heroic, High-Power, Random Tables, Rules-Light, Strong GM Support, Theater of the Mind
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).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.
Diced6 dice poold20
ComplexityVery LowLow
AvailabilityPaidFree core rules
RunnabilityBook tools not listed2 of 5 book tools
LicenseAll Rights ReservedAELF 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.
PublisherPeril PlanetSebastian Hahn
Year20202025
LanguagesEnglishEnglish
Best ForGroups wanting instant fantasy dungeon-crawling with minimal rules: perfect for one-shots, new players, or when you forgot your rulebooks.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.
HighlightsEntire game fits on 2 pages, character creation in minutes, freeform magic system, built-in adventure generator, same action/danger dice as Neon City OverdriveGold 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.
ConsiderationsVery minimal: no detailed combat or advancement systems, limited long-campaign support, lacks depth for crunch-oriented playersCharacters 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.