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EZD6 vs Honey Heist

Compare EZD6 and Honey Heist side by side. See differences in complexity, dice, genre, and more.

EZD6Honey Heist
GenreFantasyModern
TagsRules-Light, Beginner-Friendly, Low-Prep, One-Shot Friendly, Fast-Paced, Theater of the Mind, HeroicRules-Light, One-Shot Friendly, Comedy, Heist, Random Character Creation, Random Tables, Low-Prep, Gonzo, Fast-Paced, Theater of the Mind
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.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.
Diced6d6
ComplexityVery LowVery Low
AvailabilityPaidFree core rules
Runnability3 of 5 book toolsBook tools not listed
LicenseProprietaryRR&D Community Licence v1.14
Third-Party PublishingNot yet researchedCommercial publishing allowed — RR&D Community Licence (Grant Howitt's One Page RPGs)
Summary only, not legal advice. Check current terms before publishing.
PublisherRunehammer GamesRowan, Rook and Decard (Grant Howitt)
Year20222017
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.Groups who want a silly, low-prep one-shot as a crew of bears pulling a heist at a honey convention.
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 gamesGreed 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.
ConsiderationsFantasy only: no official genre support, three classes per path limits long-campaign variety, minimal character advancement, no tactical depthThere 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.