EZD6 vs Tiny Supers
Compare EZD6 and Tiny Supers side by side. See differences in complexity, dice, genre, and more.
| EZD6 | Tiny Supers | |
|---|---|---|
| Genre | Fantasy | Superhero, Modern, Sci-Fi |
| Tags | Rules-Light, Beginner-Friendly, Low-Prep, One-Shot Friendly, Fast-Paced, Theater of the Mind, Heroic | Rules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superpowers, Heroic, Low-Prep |
| 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. | Roll 2d6 for a Test; any 5 or 6 succeeds. Advantage raises the pool to 3d6, while Disadvantage lowers it to 1d6 and normally takes precedence. |
| Dice | d6 | d6 dice pool |
| Complexity | Very Low | Low |
| Availability | Paid | Paid |
| Runnability | 3 of 5 book tools | 1 of 5 book tools |
| License | Proprietary | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Runehammer Games | Gallant Knight Games |
| Year | 2022 | 2019 |
| Languages | English | English, Spanish |
| 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 quick four-color superhero campaigns with flexible power levels and a GM comfortable making consistent rulings. |
| 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 | Tiered Power Traits let the same ability grow in potency without a separate point-buy system. Two-action combat makes Focus and Evade compete with movement and attacks. The GallantVerse and eight micro-verses supply campaign frames for city teams, cosmic defenders, and teen heroes. |
| Considerations | Fantasy only: no official genre support, three classes per path limits long-campaign variety, minimal character advancement, no tactical depth | The game assigns uncovered situations to consistent GM rulings rather than detailed procedures. Power concepts outside the fixed trait list depend on reskinning or GM-created effects. Advancement is optional and offers a small menu of upgrades. |