Fallout: The Roleplaying Game vs GunCraze
Compare Fallout: The Roleplaying Game and GunCraze side by side. See differences in complexity, dice, genre, cost, and more.
| Fallout: The Roleplaying Game | GunCraze | |
|---|---|---|
| Genre | Post-Apocalyptic | Post-Apocalyptic, Modern |
| Play Style | Tactical, Exploration, Combat-Heavy, Survival, Character Building, Cinematic | Tactical, Crunchy, Classless, Skill-Based, Deadly, Gritty, Miniatures |
| Core Mechanic | Roll 2–5d20 against a target number (Attribute + Skill). Each die at or under the target scores a success. Compare successes to difficulty (1–5). Extra successes become Action Points to buy bonus dice, extra damage, or information. | Statistic Test — roll 1d10, add the relevant Attribute or Skill rank plus modifiers, and meet or beat a target number; contested actions are Opposed Rolls where the higher total wins and ties favor the defender. A natural 9 or 10 on a combat test banks a Craze! Point, and up to three Craze! Points can be spent after a roll to add +1d6 each. Attacks roll a d10 for hit location and deal damage in d6s against per-location hit points. |
| Dice | 2d20 + d6 | d10, d6 |
| Complexity | Medium | High |
| Accessibility | Medium | Medium |
| Runnability | Medium | High |
| License | All Rights Reserved | Proprietary (GunCraze OGL v1.1) |
| Cost | $$$ | $$ |
| Publisher | Modiphius Entertainment | Action Tactics Roleplay Gaming LLC |
| Year | 2021 | 2025 |
| Best For | Fallout fans who want to explore the Wasteland at the tabletop with SPECIAL attributes, perks, Action Points, and the iconic post-apocalyptic setting. | Groups who want crunchy, grid-based tactical gunfights with genuine lethality in a post-apocalyptic setting and don't mind learning a dense rulebook before the first session. |
| Highlights | Faithful Fallout experience with S.P.E.C.I.A.L. stats and perks, Action Point economy creates tactical depth, Combat Dice handle damage cleanly, well-supported licensed setting | A natural 9 or 10 on a combat roll banks a Craze! Point, and up to three can be spent afterward for +1d6 each or to dive for cover mid-attack, but never to boost damage, keeping firefights swingy without softening lethality. Damage tracks per body location, so a destroyed limb is disabled and spills further hits into the torso past armor, turning partial wounds into mounting handicaps rather than one shared health bar. Characters are built from specializations, tiered talent trees, ranked skills, and jobs rather than classes, letting any blend of gunplay, melee, and noncombat skill live in one survivor. |
| Considerations | Expensive to buy in — core book plus supplements add up, 2d20 system has a learning curve, tightly tied to the Fallout IP limits homebrew settings, can be crunchy for casual groups | Social conflict resolves through single skill tests, with no structured subsystem for extended negotiation, interrogation, or social maneuvering. The rules cover realistic firearms, melee, and cybernetics only, with no rules for magic, psychic powers, or other fantastical abilities. Installing cybernetics requires both Surgery and Engineering (Robotics) skill ranks plus high target-number tests, gating the augmentation catalog behind dedicated character investment. |