ICONS vs Tiny Dungeon
Compare ICONS and Tiny Dungeon side by side. See differences in complexity, dice, genre, and more.
| ICONS | Tiny Dungeon | |
|---|---|---|
| Genre | Superhero, Modern | Fantasy |
| Tags | Superpowers, Heroic, Cinematic, Rules-Light, Random Character Creation, Tag-Based, Theater of the Mind, Beginner-Friendly | Rules-Light, Beginner-Friendly, One-Shot Friendly, Low-Prep, Fast-Paced, Dungeon Crawl, Theater of the Mind, Heroic, Tag-Based |
| Core Mechanic | Effort vs. Difficulty. Each side adds a single d6 to a 1–10 ability level (acting Ability + d6 for effort, opposing Ability + d6 for difficulty); subtract difficulty from effort to find the outcome and its degree (marginal, moderate, major, or massive success or failure). Qualities are short narrative descriptors (titles, drives, catchphrases, weaknesses) that any player or the GM can activate to gain an advantage or create trouble. Activating trouble against your own hero earns Determination Points, which fuel stunts, retcons, ability boosts, and other player-side narrative interventions. | Roll 2d6: if any die shows 5 or 6, you succeed. Advantage grants 3d6; Disadvantage drops you to 1d6. No attributes, no skill list: Traits grant situational Advantage, and weapon Mastery/Proficiency determines combat dice. |
| Dice | 2d6 | 2d6 |
| Complexity | Low | Very Low |
| Availability | Free quickstart | Free quickstart |
| Runnability | 3 of 5 book tools | 2 of 5 book tools |
| License | OGL 1.0a | Proprietary (TinyD6) |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Green Ronin Publishing | Gallant Knight Games |
| Year | 2014 | 2018 |
| Languages | English | English, Spanish, French, German, Polish |
| Best For | Groups who want fast superhero campaigns where heroes can be rolled up in minutes, freeform qualities drive both advantages and complications, and the rules stay out of the way of comic-book pacing. | Groups wanting fast, minimalist fantasy with almost zero rules overhead: character creation in minutes, core mechanic in one sentence, and tons of optional modules to bolt on. |
| Highlights | Hero creation runs through a handful of dice rolls: origin (Trained, Transformed, Birthright, Gimmick, Artificial, Unearthly), six attributes, number and type of powers, and specialties. It produces a complete superhero in minutes, with the random results functioning as creative prompts for backstory rather than constraints on concept. Qualities act like Fate aspects: any side can invoke them for in-fiction advantage, and accepting compelled trouble against your own qualities is the primary way to refill Determination Points, so personal drama directly feeds the metacurrency. Pyramid tests resolve complex challenges by stacking smaller successes (two moderate successes equal a major, two majors equal a massive), letting investigations, chases, or skill montages play out across multiple rolls and abilities with optional modifiers like Timed, Escalating, Collapsing, and Competitive to shape the challenge. | Entire core rules fit in ~20 pages, character fits on an index card, huge trait list for customization without complexity, 17 included microsettings, extensive optional rules (martial disciplines, magic schools, ship combat) let you dial complexity up |
| Considerations | Default hero creation is fully random (origin, attributes, and powers all come off 2d6 tables), so groups wanting a planned concept need to use the alternate 45-point buy or rely on attribute swaps and re-rolls. Combat resolves against a single Stamina pool (Strength + Willpower) with no grid rules or status conditions beyond a handful of effect powers, so brawls play fast but lack tactical positional depth. Powers are intentionally broad rather than deep (about sixty powers cover the genre), and exotic builds rely on stacking extras and limits rather than the granular menu of effects found in crunchier supers games. | Binary pass/fail with no degrees of success, fantasy-only (other TinyD6 games cover sci-fi), no built-in advancement by default (optional), very light on tactical depth |