EZD6 vs Honey Heist
Compare EZD6 and Honey Heist side by side. See differences in complexity, dice, genre, and more.
| EZD6 | Honey Heist | |
|---|---|---|
| Genre | Fantasy | Modern |
| Tags | Rules-Light, Beginner-Friendly, Low-Prep, One-Shot Friendly, Fast-Paced, Theater of the Mind, Heroic | Rules-Light, One-Shot Friendly, Comedy, Heist, Random Character Creation, Random Tables, Low-Prep, Gonzo, Fast-Paced, Theater of the Mind |
| 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. | 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 | d6 | d6 |
| Complexity | Very Low | Very Low |
| Availability | Paid | Free core rules |
| Runnability | 3 of 5 book tools | 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 | Runehammer Games | Rowan, Rook and Decard (Grant Howitt) |
| Year | 2022 | 2017 |
| 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. | Groups who want a silly, low-prep one-shot as a crew of bears pulling a heist at a honey convention. |
| 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 | 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 | Fantasy only: no official genre support, three classes per path limits long-campaign variety, minimal character advancement, no tactical depth | 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. |