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Fallout: The Roleplaying Game vs Mutant: Year Zero

Compare Fallout: The Roleplaying Game and Mutant: Year Zero side by side. See differences in complexity, dice, genre, cost, and more.

Fallout: The Roleplaying GameMutant: Year Zero
GenrePost-ApocalypticPost-Apocalyptic
Play StyleTactical, Exploration, Combat-Heavy, Survival, Character Building, CinematicSandbox, Survival, Exploration, Character-Driven, Worldbuilding, Narrative
Core MechanicRoll 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.Roll a pool of d6s (attribute + skill + gear). Each 6 is a success; one success is enough. You can push your roll to reroll failures, but 1s on attribute dice cause trauma and 1s on gear dice cause damage to equipment. Mutations cost Mutation Points and can misfire with unpredictable side effects.
Dice2d20 + d6d6 dice pool
ComplexityMediumMedium
AccessibilityMediumMedium
RunnabilityMediumHigh
LicenseAll Rights ReservedProprietary
Cost$$$$$
PublisherModiphius EntertainmentFree League Publishing
Year20212014
Best ForFallout fans who want to explore the Wasteland at the tabletop with SPECIAL attributes, perks, Action Points, and the iconic post-apocalyptic setting.Post-apocalyptic campaigns where mutant survivors explore a deadly Zone, build up their home settlement, and search for the mythical Eden — with the Year Zero Engine that spawned a family of games.
HighlightsFaithful 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 settingPush mechanic creates tough choices, Ark development gives players a shared home to build, Zone exploration is tense and rewarding, eight distinctive roles with built-in relationships and dreams, launched the Year Zero Engine family
ConsiderationsExpensive 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 groupsMutation randomness can frustrate planners, metaplot requires significant GM commitment, Ark development bookkeeping adds between-session overhead, Zone travel can feel repetitive without varied encounters