Arrhenius vs Draw Steel
Compare Arrhenius and Draw Steel side by side. See differences in complexity, dice, genre, and more.
| Arrhenius | Draw Steel | |
|---|---|---|
| Genre | Scifi, Post-Apocalyptic | Fantasy |
| Tags | Tactical, Survival, Resource Management, Inventory Management, Character Building, Classless, Crunchy, Strong GM Support | Tactical, Grid-Based, Combat-Heavy, Character Building, Crunchy, Resource Management, Attacks Always Hit, Cinematic, High-Power, Strong GM Support |
| Core Mechanic | For skill checks, roll a d20 and add the two relevant Talents plus the applicable Education score. A total of 21 or higher succeeds. Before a non-damage d20 roll, Luck Points can add +1 each to its bonus. | Roll 2d10 plus a characteristic modifier for a power roll: 11 or less gives tier 1, 12–16 gives tier 2, and 17 or more gives tier 3. Edges and banes modify the roll or its tier. Tests and abilities specify results for each tier. |
| Dice | d20 | 2d10 |
| Complexity | High | High |
| Availability | Free quickstart | Free core rules |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | All Rights Reserved | Draw Steel Creator License |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Creator license |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Dungeonteller, LLC | MCDM Productions |
| Year | 2025 | 2025 |
| Languages | English | English |
| Best For | Groups who want a survival-focused science-fiction campaign where characters cross frozen ruins, manage limited equipment, and resolve fights on a tactical grid. | Groups who want heroic fantasy campaigns with coordinated grid combat and extensive character customization. |
| Highlights | Frost Points turn prolonged exposure to subzero conditions into resilience checks, so shelter and protective gear shape expeditions. The optional Tuning Session assigns Talent scores through a short character-memory scenario, tying early choices to the resulting build. Combat uses a 2-meter grid with optional Perks that award attack bonuses for flanking or high ground. | Each class builds and spends its own heroic resource during combat, opening stronger abilities as the battle develops. Negotiations track an NPC’s interest and patience, giving arguments and motivations mechanical consequences. Encounter budgets and objectives help Directors build battles with goals beyond defeating every enemy. |
| Considerations | Exposure to subzero temperatures triggers a Resilience check every 20 minutes of real table time and failure costs one Frost Point. Broad equipment archetypes rely on the Dungeonteller to define the specific items characters encounter. Combat resolves each attack through opposed rolls before damage is rolled. | Combat requires a grid and careful positioning. Each class has its own resource rules to learn and track during battle. Exploration uses tests and cinematic sequences rather than detailed travel supplies or encumbrance. |