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EZD6 hero art
Runehammer Games

EZD6

"Roll one die and charge in."

Dice1d6 vs target (2–6)
Players3–6
Prep~15 min
Foundry VTTCommunity
Complexity
What is this system

EZD6 is DM Scotty's (Scotty McFarland) light fantasy game from Runehammer Games. One six-sided die against a number the GM calls decides everything. No hit points, skills or levels: heroes have paths, strikes instead of HP, and karma that piles up with every failure. Explained in five minutes, played all night.

Is it for your table?
Pick it if
  • you want rowdy fantasy mayhem with rules explained in five minutes
  • your table has newcomers and you want almost nothing to teach
  • you like failed rolls paying back as karma for later
Skip it if
  • you want tactical depth and detailed character builds
  • your GM dislikes ruling improvised spell effects on the fly
Setting

Setting-free classic adventure fantasy: dungeons, goblins, cursed towers and dragons. The players are a rowdy band of heroes and the GM is the Rabble Rouser. Separate playset books carry the same rules into the post-apocalypse (Wasted World) and horror (Dreadful Doomscapes).

What it looks like at the table
The Rabble Rouser calls it: leaping the chasm is hard, you need a 4 or better. The *Rascal* rolls a d6 — a 3. A miss? Not yet: he still has karma, spends one point, and the 3 becomes a 4. He's across! A goblin waits on the far side; a normal enemy, hit on 3+. A 5 — one strike, and the scrawny goblin drops. Then the conjurer pours two power dice into a spell, one of them shows a 1, and the magic bites back. Karma can't help here: it can't be spent on spells.
Playstyle
Combat Exploration Sandbox Fantasy
Key mechanics

One d6 and a difficulty scale

The Rabble Rouser names a number from 2 (easy) to 6 (super hard); the player rolls a d6 and must meet or beat it. A 1 always fails, and most fights need a 3+. A boon adds an extra die and you keep the best, a bane makes you keep the worst; they cancel out one for one.

Karma and the Hero Die

Everyone starts with three karma and earns one more for every failed roll. Each point of karma adds +1 to any roll. The Hero Die is a token you cash in for a reroll. Failure stops stinging: every miss banks luck for later.

Strikes, not hit points

A hero can take three strikes; each enemy hit that gets past your armor save costs one. Monsters get as many strikes as their toughness deserves. No damage arithmetic — combat flies.

Circles of sorcery

There are no spell lists. A caster knows circles of sorcery and improvises any effect inside them, with the GM ruling on the result. Pushing more power dice helps, but every 1 that comes up brings backlash.

What people say
Everyone enjoyed the game, especially the karma system.— Paul Gestwicki, Paul Gestwicki's Blog
Art & materials
Free resources

Written and curated by Kejid — TTRPG player & GM

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