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EZD6 vs Hero Kids

Compare EZD6 and Hero Kids side by side. See differences in complexity, dice, genre, and more.

EZD6Hero Kids
GenreFantasyFantasy
TagsRules-Light, Beginner-Friendly, Low-Prep, One-Shot Friendly, Fast-Paced, Theater of the Mind, HeroicBeginner-Friendly, One-Shot Friendly, Grid-Based, Family-Friendly, Low-Prep, Heroic
Core MechanicRoll 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.Roll d6 dice pool (pool size from hero card stats). Attacker's highest die vs. defender's highest die: equal or higher hits. Ability tests roll pool vs. target number (4/5/6).
Diced6d6 dice pool
ComplexityVery LowVery Low
AvailabilityPaidPaid
Runnability3 of 5 book tools3 of 5 book tools
LicenseProprietaryProprietary
Third-Party PublishingNot yet researchedNot yet researched
PublisherRunehammer GamesHero Forge Games
Year20222012
LanguagesEnglishEnglish
Best ForGroups 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.Parents introducing kids aged 4–10 to tabletop RPGs. Simple enough for young children, with grid combat and pre-made hero cards.
HighlightsVery 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 gamesGenuinely playable by young children, print-and-play hero cards and stand-ups, included introductory adventure, lots of expansion adventures available
ConsiderationsFantasy only: no official genre support, three classes per path limits long-campaign variety, minimal character advancement, no tactical depthToo simple for older players, no character progression system, fantasy-only, requires printing materials