EZD6
Core RulebookBest For
Groups who want fast, fun fantasy with almost no rules overhead: pick a hero path, grab some d6s, and play. Great for new players and convention games.
Core Mechanic
Roll 1d6 vs. a target number (typically 3 for combat). Boons roll 2d6 and keep the highest; banes keep the lowest. No attributes or modifiers: characters are differentiated by hero paths, species, and inclinations. Three strikes and you're down; armor provides a separate save. Karma earned on failures can boost future rolls. The Hero Die grants clutch rerolls.
Roll a single d6 against a low target, with boons and banes adjusting it. There are no attributes, just a fast, freewheeling core.
- Free to tryNothing freeNo free rules or starter
- Get it nowSold newIn print or as a legal PDF
- –IndexNo back-of-book index or page-keyed reference tables
- ✓GM guidanceA chapter on how to run the game
- ✓Examples of playRules shown in action at the table
- ✓Quick referenceCheat sheet or summary tables
- –Cross-referencesRules rarely point to each other by page
3 of 5 book tools found in the core book
Highlights
Very easy to learn and teach, hero paths feel distinct without complex mechanics, karma and hero die create drama, runs well for one-shots and pickup games
Considerations
Fantasy only: no official genre support, three classes per path limits long-campaign variety, minimal character advancement, no tactical depth
Rules license Proprietary
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