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EZD6 vs Tiny Supers

Compare EZD6 and Tiny Supers side by side. See differences in complexity, dice, genre, and more.

EZD6Tiny Supers
GenreFantasySuperhero, Modern, Sci-Fi
TagsRules-Light, Beginner-Friendly, Low-Prep, One-Shot Friendly, Fast-Paced, Theater of the Mind, HeroicRules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superpowers, Heroic, Low-Prep
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 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.
Diced6d6 dice pool
ComplexityVery LowLow
AvailabilityPaidPaid
Runnability3 of 5 book tools1 of 5 book tools
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNot yet researchedNot yet researched
PublisherRunehammer GamesGallant Knight Games
Year20222019
LanguagesEnglishEnglish, Spanish
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 quick four-color superhero campaigns with flexible power levels and a GM comfortable making consistent rulings.
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 gamesTiered 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.
ConsiderationsFantasy only: no official genre support, three classes per path limits long-campaign variety, minimal character advancement, no tactical depthThe 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.