Index Card RPG vs Vagabond
Compare Index Card RPG and Vagabond side by side. See differences in complexity, dice, genre, and more.
| Index Card RPG | Vagabond | |
|---|---|---|
| Genre | Universal | Fantasy |
| Tags | Fast-Paced, Dungeon Crawl, Low-Prep, Rules-Light, One-Shot Friendly, Combat-Heavy, Pulp Action, Ascending AC, Tag-Based | Fast-Paced, Character Building, Dungeon Crawl, Sandbox, Heroic, Pulp Action, Solo-Friendly, Player-Only Rolls, Mana Points |
| Core Mechanic | Roll d20 + stat vs. a single Target Number for the whole scene. On a hit, roll an Effort die (d4–d12 by type) to chip away at a task's Hearts (10 HP each). Timer dice count down each round to create urgency. | Roll d20 vs. Difficulty (20 − Stat, doubled if Trained). Crit on nat 20, fail below Difficulty. All rolls player-facing. Spend Luck for Advantage (Favor) or rerolls (Fluke). Three saves: Endure (MIT×2), Reflex (DEX+AWR), Will (RSN+PRS). Defend with Block or Dodge on off-turns. Mana-based magic scales one spell from cantrip to nuke. Enemy AI action gambits run monsters for the GM. |
| Dice | d20 + d4–d12 | d20 |
| Complexity | Low | Low |
| Availability | Free quickstart | Free quickstart |
| Runnability | 3 of 5 book tools | 1 of 5 book tools |
| License | 3rd Party License | Open Compatibility |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Runehammer Games | Land of the Blind |
| Year | 2019 | 2024 |
| Languages | English | English |
| Best For | Groups who love D&D's d20 feel but want something faster, lighter, and more improvisational. Excellent for high-energy dungeon crawls with minimal prep. | Groups wanting modern character depth married to old-school speed: 20+ ancestries, 17 classes, non-Vancian mana magic, and built-in solo/co-op/guided play. |
| Highlights | Very fast play, extensive GM tools, five genre settings included, highly hackable, timer dice create real tension | Mana-based magic scales a single spell from cantrip to high-powered effect, so casters shape output on the fly instead of tracking fixed spell slots. Enemy action gambits run monsters from decision tables, removing per-turn tactical choices from the GM's workload. A spendable Luck pool buys Advantage or rerolls, turning swing into a resource players ration across a session. |
| Considerations | DIY philosophy can overwhelm new GMs, loot-as-progression feels punishing if gear is lost | Dense class and ancestry options can overwhelm new players. Pulp-fantasy tone limits grimdark play. All rolls are player-facing, so the GM never rolls dice and every check rests on the players. |