Roll 1d20 + stat for skill checks/saves vs. DC; attacks roll weapon dice directly for damage (1 on Primary Die = miss). Initiative roll determines starting actions (1-3). Heroes get 3 actions per turn with exploding critical hits.
Best For
Groups who love tactical grid combat but want faster sessions, less prep, and more teamwork — a streamlined alternative to D&D that keeps the crunch where it matters.
Highlights
Fast combat with meaningful tactical decisions, 3-action economy keeps turns dynamic, exploding crits add excitement, easy to teach and prep, included starter adventures, teamwork-focused Heroic Reactions
Considerations
Fantasy-only with no genre flexibility, limited class options in basic rules (4 classes), grid play strongly encouraged