Dungeons & Dustbunnies vs Honey Heist
Compare Dungeons & Dustbunnies and Honey Heist side by side. See differences in complexity, dice, genre, and more.
| Dungeons & Dustbunnies | Honey Heist | |
|---|---|---|
| Genre | Post-Apocalyptic, Fantasy | Modern |
| Tags | Rules-Light, Comedy, Gonzo, Beginner-Friendly, One-Shot Friendly, Theater of the Mind, Improvisation, Survival | Rules-Light, One-Shot Friendly, Comedy, Heist, Random Character Creation, Random Tables, Low-Prep, Gonzo, Fast-Paced, Theater of the Mind |
| Core Mechanic | Decrease Dice: each character has one die, starting at d20, that serves as both their health and their resolution roll. To attempt a risky action, roll the die against the Difficulty your class assigns that skill; meeting or beating it succeeds, while a normal failure costs only the attempt. The die steps down a size (d20 → d12 → d10 → d8 → d6 → d4) whenever you roll a 1, take major damage, or voluntarily force the scale to convert a failure into an automatic success. A character whose die would drop below d4 falls Exhausted or dies; sleeping in a safe shelter resets it to d20 and consuming a sugar ration steps it back up one size. | When a bear acts and the outcome is in doubt, the player rolls 1d6 against the relevant stat, Bear or Criminal: a roll equal to or under the stat succeeds, and a roll over it fails. Using the bear type's skill or doing something covered by the character's role rolls 2d6 and keeps the lowest. When the lowest die rolled is a 6, the GM introduces a twist or unseen complication. |
| Dice | d4–d20 | d6 |
| Complexity | Very Low | Very Low |
| Availability | Free core rules | Free core rules |
| Runnability | Book tools not listed | Book tools not listed |
| License | Proprietary | RR&D Community Licence v1.14 |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — RR&D Community Licence (Grant Howitt's One Page RPGs) |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Castamar RPG Studio | Rowan, Rook and Decard (Grant Howitt) |
| Year | 2026 | 2017 |
| Languages | English, Spanish | English |
| Best For | Groups who want a quick, comedic one-shot or short campaign as thumb-sized survivors scavenging a household that has become a hostile wilderness, with a ruleset light enough to read in a few minutes before the first session. | Groups who want a silly, low-prep one-shot as a crew of bears pulling a heist at a honey convention. |
| Highlights | The Decrease Dice mechanic collapses health and resolution into a single die, so every roll both tests the action and visibly wears the character down as the die shrinks toward d4. Forcing the scale lets a player turn any failure into a guaranteed success by stepping their die down a size, making each clutch moment a deliberate trade of long-term stamina for an immediate result. Monsters are rated by a Threat Die that attacks and spells whittle down, and several (the chitin-armored cockroach, the static-charged dustbunny) shrug off ordinary weapons until players expose a weak spot or switch to fire, water, or magic. | Greed moves a point from Bear to Criminal when the plan goes off without a hitch, and Frustration moves one back when the plan fails and the bear runs into difficulty. A player can shift a point toward Criminal by playing a flashback scene of the bears planning the heist, or toward Bear by eating a load of honey. The GM sets up each heist from random tables, including two security features and a complication kept secret from the players. |
| Considerations | Combat has no initiative or turn order (the GM narrates enemy intent and players react with defensive rolls), so there is little structure for tactical positioning. Rolling a 1 on any skill check (including routine Stealth, Alertness, or social rolls) steps the die down the same as taking a hit in combat, so avoiding unnecessary rolls becomes a survival strategy rather than a purely narrative choice. There is no advancement system: skills are fixed at character creation and the Decrease Die only ever recovers to its starting size, so characters do not grow mechanically over a campaign. | There are no experience, advancement or campaign rules. Bear covers shrugging off damage, but the rules track no damage or injury. The sheet gives no rule for what a player does after their bear betrays the party or flips out at 6. |