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Dungeons & Dragons vs EZD6

Compare Dungeons & Dragons and EZD6 side by side. See differences in complexity, dice, genre, cost, and more.

Dungeons & DragonsEZD6
GenreFantasyFantasy
Play StyleTactical, Heroic, Combat-Heavy, Dungeon Crawl, Character Building, High-Fantasy, Grid-Based, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending ACRules-Light, Beginner-Friendly, Low-Prep, One-Shot Friendly, Fast-Paced, Theater of the Mind, Heroic
Core MechanicRoll d20 + modifier against a target DC (for ability checks and saving throws) or AC (for attacks). Meeting or exceeding the target succeeds. Advantage rolls 2d20 and takes the higher; disadvantage takes the lower, replacing most situational modifiers.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.
Diced20d6
ComplexityMediumVery Low
AccessibilityHighVery High
CommunityVery HighMedium
LicenseCC BY 4.0 (SRD); core books proprietaryProprietary
Cost$$$$
PublisherWizards of the CoastRunehammer Games
Year20242022
Best ForGroups who want heroic fantasy adventures with tactical grid combat, deep character customization, and access to more published adventures and supplements than any other RPG.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.
HighlightsAdvantage/disadvantage system simplifies most situational modifiers to a single mechanic. Extensive class and subclass options across 12 base classes with 48 subclasses in the 2024 PHB. The largest third-party content ecosystem in tabletop RPGs. Free basic rules and starter sets lower the barrier to entry.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, active community driven by DM Scotty's YouTube channel
ConsiderationsHigh-level play (tier 3-4) introduces significant spell interaction complexity and encounter balancing challenges for GMs. No official rules for non-fantasy genres. Three core books at $50 each represent a significant investment for the full rules.Fantasy only — no official genre support, three classes per path limits long-campaign variety, minimal character advancement, no tactical depth