Dungeons & Dragons vs EZD6
Compare Dungeons & Dragons and EZD6 side by side. See differences in complexity, dice, genre, cost, and more.
| Dungeons & Dragons | EZD6 | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Tactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Vancian Casting, Ascending AC | Rules-Light, Beginner-Friendly, Low-Prep, One-Shot Friendly, Fast-Paced, Theater of the Mind, Heroic |
| Core Mechanic | Make a D20 Test by rolling d20, adding relevant modifiers, and comparing the total to a target number. Ability checks, saving throws, and attack rolls use this procedure. Advantage and disadvantage use two d20s and keep 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. |
| Dice | d20 | d6 |
| Complexity | Medium | Very Low |
| Accessibility | Very High | Medium |
| Runnability | Very High | Low |
| License | CC BY 4.0 (SRD); core books proprietary | Proprietary |
| Cost | Free | $ |
| Publisher | Wizards of the Coast | Runehammer Games |
| Year | 2024 | 2022 |
| Best For | Groups who want heroic fantasy with configurable tactical combat, broad character options, and campaigns that span multiple levels. | 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 | Advantage and disadvantage resolve common situational effects by selecting the higher or lower of two d20 rolls. Backgrounds, classes, subclasses, and feats distribute character choices across creation and advancement. Weapon Mastery gives qualifying weapon users distinct tactical effects without replacing the action economy. | 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 | Spell preparation, spell slots, class features, and conditions create several interacting resources for players to track. High-level characters combine many spells and features, increasing adjudication work for the DM. Bastions add a separate downtime procedure for campaigns that use the stronghold rules. | Fantasy only: no official genre support, three classes per path limits long-campaign variety, minimal character advancement, no tactical depth |