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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
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed RulesRules-Light, Beginner-Friendly, Low-Prep, One-Shot Friendly, Fast-Paced, Theater of the Mind, Heroic
Core MechanicRoll a d20 and add applicable modifiers to meet or beat a target number. Checks and saving throws use a Difficulty Class; attacks use Armor Class. Advantage or disadvantage means rolling two d20s and keeping the higher or lower result.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
ComplexityHighVery Low
AccessibilityVery HighMedium
RunnabilityVery HighLow
LicenseCreative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core booksProprietary
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFree$
PublisherWizards of the CoastRunehammer Games
Year20242022
LanguagesEnglish, French, Italian, German, SpanishEnglish
Best ForGroups who want heroic fantasy campaigns with tactical combat and extensive character customization.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.
HighlightsWeapon Mastery adds effects such as pushing or slowing enemies to qualifying weapon attacks. Class and feat choices let characters develop different roles over twenty levels. Optional Bastions give characters home bases with facilities that produce benefits between adventures.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
ConsiderationsSpells and class abilities have separate resource limits and timing rules. Higher-level magic can change travel and encounter assumptions that the DM must prepare for. Social encounters rely on ability checks and DM judgments about NPC attitudes.Fantasy only: no official genre support, three classes per path limits long-campaign variety, minimal character advancement, no tactical depth