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 Game | Mutant: Year Zero | |
|---|---|---|
| Genre | Post-Apocalyptic | Post-Apocalyptic |
| Play Style | Tactical, Exploration, Combat-Heavy, Survival, Character Building, Cinematic | Sandbox, Survival, Exploration, Character-Driven, Worldbuilding, Narrative |
| 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. | 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. |
| Dice | 2d20 + d6 | d6 dice pool |
| Complexity | Medium | Medium |
| Accessibility | Medium | Medium |
| Runnability | Medium | High |
| License | All Rights Reserved | Proprietary |
| Cost | $$$ | $$ |
| Publisher | Modiphius Entertainment | Free League Publishing |
| Year | 2021 | 2014 |
| 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. | 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. |
| 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 | Push 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 |
| 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 | Mutation randomness can frustrate planners, metaplot requires significant GM commitment, Ark development bookkeeping adds between-session overhead, Zone travel can feel repetitive without varied encounters |