Honey Heist vs Mischief
Compare Honey Heist and Mischief side by side. See differences in complexity, dice, genre, and more.
| Honey Heist | Mischief | |
|---|---|---|
| Genre | Modern | Fantasy |
| Tags | Rules-Light, One-Shot Friendly, Comedy, Heist, Random Character Creation, Random Tables, Low-Prep, Gonzo, Fast-Paced, Theater of the Mind | Rules-Light, Classless, Gonzo, Comedy, Fast-Paced, Fiction-First, Low-Prep, Improvisation, Character-Driven, Hackable |
| Core Mechanic | When a bear acts and the outcome is in doubt, the player rolls 1d6 against the relevant stat, Bear or Criminal: a roll equal to or under the stat succeeds, and a roll over it fails. Using the bear type's skill or doing something covered by the character's role rolls 2d6 and keeps the lowest. When the lowest die rolled is a 6, the GM introduces a twist or unseen complication. | Roll a d12 and add BODY, MIND, or WILL, then read the total on a five-tier scale: 12+ is a Critical Success, 9–11 a Success, 5–8 a Mixed Success, 2–4 a Failure, and 1 or less a Critical Failure. Natural 12s and 1s are always critical. Each instance of Good or Bad Luck adds a d12 and keeps the highest or lowest result. |
| Dice | d6 | d12 |
| Complexity | Very Low | Low |
| Availability | Free core rules | Free core rules |
| Runnability | Book tools not listed | 3 of 5 book tools |
| License | RR&D Community Licence v1.14 | Made for Mischief Third-Party License |
| Third-Party Publishing | Commercial publishing allowed — RR&D Community Licence (Grant Howitt's One Page RPGs) | Commercial publishing allowed — Made for Mischief Third-Party License |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Rowan, Rook and Decard (Grant Howitt) | Drimbus |
| Year | 2017 | 2026 |
| Languages | English | English |
| Best For | Groups who want a silly, low-prep one-shot as a crew of bears pulling a heist at a honey convention. | Groups who want quick, swingy fantasy sessions with comedic magic, freeform character concepts, and advancement tied to each character's personal goals. |
| Highlights | Greed moves a point from Bear to Criminal when the plan goes off without a hitch, and Frustration moves one back when the plan fails and the bear runs into difficulty. A player can shift a point toward Criminal by playing a flashback scene of the bears planning the heist, or toward Bear by eating a load of honey. The GM sets up each heist from random tables, including two security features and a complication kept secret from the players. | Opponents use a single Power score as roll modifier, damage track, and persuasion threshold, so one number runs a creature in both combat and conversation. Characters level up by checking off items on a player-written Bucket List, tying advancement to personal goals rather than experience points. Abilities and spells share one list and are normally Exhausted by a failed roll, so magic needs no spell slots or mana. |
| Considerations | There are no experience, advancement or campaign rules. Bear covers shrugging off damage, but the rules track no damage or injury. The sheet gives no rule for what a player does after their bear betrays the party or flips out at 6. | A failed roll exhausts the Ability used until a Rest or Healing restores it, so a character starting with three Abilities can lose most of their tricks within one Conflict. Base attack damage is usually 1, or 2 on a critical, so weapons mostly differ in accuracy, critical range, and Luck conditions. Wounds add a -1 penalty and then Bad Luck on every roll, so injured characters get steadily worse at escaping danger. |