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Dungeons & Dustbunnies vs Warhammer Fantasy Roleplay

Compare Dungeons & Dustbunnies and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

Dungeons & DustbunniesWarhammer Fantasy Roleplay
GenrePost-Apocalyptic, FantasyFantasy
Play StyleRules-Light, Comedy, Gonzo, Beginner-Friendly, One-Shot Friendly, Theater of the Mind, Improvisation, SurvivalGritty, Deadly, Career-Based, Dark Fantasy, Roleplay-Heavy, Atmospheric, Low-Fantasy, Investigation, Corruption, Lore-Heavy, Licensed Setting, Random Character Creation, Roll to Cast, Grimdark
Core MechanicDecrease 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.Roll d100 under skill or characteristic. Success Levels measure degree of success by comparing the tens digits of the target and the roll. Advantage accumulates during combat, adding +10 per point to attack tests.
Diced4–d20d100
ComplexityVery LowMedium
AccessibilityVery HighMedium
RunnabilityHighHigh
LicenseProprietaryNo open license
CostFree$$$
PublisherCastamar RPG StudioCubicle 7
Year20262018
Best ForGroups 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 dark, gritty fantasy where ordinary people face extraordinary dangers in a richly detailed setting. The career system creates unique character arcs from rat catcher to witch hunter.
HighlightsThe 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.Detailed grimdark setting, career system creates varied character arcs, combat carries real consequences
ConsiderationsCombat 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.Tightly bound to the Old World setting, Success Level math can slow play, expensive supplement line