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EZD6 vs Rock & Stone

Compare EZD6 and Rock & Stone side by side. See differences in complexity, dice, genre, and more.

EZD6Rock & Stone
GenreFantasyFantasy
TagsRules-Light, Beginner-Friendly, Low-Prep, One-Shot Friendly, Fast-Paced, Theater of the Mind, HeroicClassic Fantasy, Comedy, Dungeon Crawl, Fast-Paced, Heroic, High-Power, Random Tables, Rules-Light, Strong GM Support, 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.For a test, roll a d20 and add the relevant skill; a total above the GM-set difficulty succeeds, while an exact match succeeds with a complication. Natural 20s and 1s produce especially heroic successes and fatal failures.
Diced6d20
ComplexityVery LowLow
AvailabilityPaidFree core rules
Runnability3 of 5 book tools2 of 5 book tools
LicenseProprietaryAELF Open License Version 1.0a
Third-Party PublishingNot yet researchedCommercial publishing allowed — AELF Open License Version 1.0a
Summary only, not legal advice. Check current terms before publishing.
PublisherRunehammer GamesSebastian Hahn
Year20222025
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 fast, rules-light dungeon crawl about unusually capable dwarven mercenaries, with a compact setting and a ready-to-run starting adventure.
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 gamesGold committed to the dwarven hoard pays for levels, tying treasure recovery directly to advancement. Archetypes grant selectable active and passive abilities, giving each dwarf a distinct role within the shared skill system. Carousing turns a between-adventure roll into complications and opportunities that can seed later expeditions.
ConsiderationsFantasy only: no official genre support, three classes per path limits long-campaign variety, minimal character advancement, no tactical depthCharacters are built around the last-dwarves premise, although the rules permit other heroes. Advancement grants its largest skill and ability gains through level four, after which levels add only hit points and one skill point. Spells are fixed archetype abilities with limited daily uses, so groups seeking open-ended magic will not find it here.