EZD6 vs Grizzled Adventurers
Compare EZD6 and Grizzled Adventurers side by side. See differences in complexity, dice, genre, and more.
| EZD6 | Grizzled Adventurers | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Rules-Light, Beginner-Friendly, Low-Prep, One-Shot Friendly, Fast-Paced, Theater of the Mind, Heroic | Dungeon Crawl, One-Shot Friendly, Rules-Light, Low-Prep, Beginner-Friendly, Character-Driven, Theater of the Mind, Ascending AC |
| Core Mechanic | 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. | OSR rules: roll d20 under ability score for checks, d20 + attack bonus vs. AC for combat. Shared character creation via pass-around worksheets builds backstory and party bonds. Fortune Points grant rerolls and cheat death. Three classes (Warrior, Rogue, Mage) with familiar saving throws and hit dice. |
| Dice | d6 | d20 |
| Complexity | Very Low | Low |
| Availability | Paid | Paid |
| Runnability | 3 of 5 book tools | 4 of 5 book tools |
| License | Proprietary | OGL 1.0a |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Runehammer Games | Flatland Games |
| Year | 2022 | 2022 |
| Languages | English | English |
| Best For | 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. | One-shot dungeon crawls with experienced mid-level heroes: perfect for pickup games or nights when a player or two are missing. |
| Highlights | 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 | Shared character creation instantly builds party history and bonds, plays a full dungeon in one evening, OSR-compatible with existing modules and monsters, includes dungeon-building tools for the GM, handout-driven setup requires only dice and friends |
| Considerations | Fantasy only: no official genre support, three classes per path limits long-campaign variety, minimal character advancement, no tactical depth | Fantasy dungeon crawl only: no overland or campaign play, very niche premise (old adventurers), three classes limit build variety |