Barbarians of Lemuria vs METTLE Core
Compare Barbarians of Lemuria and METTLE Core side by side. See differences in complexity, dice, genre, and more.
| Barbarians of Lemuria | METTLE Core | |
|---|---|---|
| Genre | Fantasy | Universal, Modern |
| Tags | Rules-Light, Pulp Action, Sword & Sorcery, Beginner-Friendly, Fast-Paced | Pulp Action, Toolkit, Hackable, Rules-Light, Classless, Fast-Paced, CC-Licensed Rules |
| Core Mechanic | Roll 2d6 + attribute + career (or combat ability), 9+ to succeed. Four attributes (Strength, Agility, Mind, Appeal) and four combat abilities (Initiative, Melee, Ranged, Defence) rated 0–5. Careers replace individual skills: if your career is relevant, add its rating. Boons roll 3d6 keep best two; flaws roll 3d6 keep worst two. Hero Points fuel dramatic escapes and heroic feats. | Roll a pool of d6s equal to the Attribute being used. Dice showing 1, 2, or 3 are summed as the Score; dice showing 4, 5, or 6 are counted as Edge. The Check succeeds if Score meets or exceeds the Difficulty (Routine 1 to Nigh Impossible 15), and Edge measures how well it went. On a failure with Edge, the player may call for a Twist: accept a complication proposed by the rest of the table, then reroll the Edge dice for a second chance. Initiative passes from the acting character to the target of their Action, who becomes the next to act. Mettle (Motive + Nature) acts as a combined morale and damage track, and characters may Surge by spending Mettle for bonus dice on critical Checks. |
| Dice | 2d6 | d6 dice pool |
| Complexity | Low | Low |
| Availability | Paid | Free core rules |
| Runnability | 4 of 5 book tools | 5 of 5 book tools |
| License | All Rights Reserved | CC BY 4.0 |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Beyond Belief Games | Planarian Games |
| Year | 2015 | 2021 |
| Languages | English | English |
| Best For | Groups who want fast, pulpy sword and sorcery in the vein of Conan: career-based characters, boons and flaws, and combat that resolves in minutes. | Groups who want fast pulp action-adventure in the vein of Indiana Jones, James Bond, or Tales of the Gold Monkey, with a hackable toolkit they can bend toward detective stories, wild-west gunfights, post-apocalyptic survival, or grounded science fiction. |
| Highlights | Career system is intuitive and fast, combat resolves in minutes, Hero Points enable pulp heroics, simple to learn and teach, spawned the Everywhen universal toolkit | Score-and-Edge dice pool reads two outcomes from the same roll: whether the action succeeds (Score meets Difficulty) and how well it went (count of 4–6 dice). Player-invoked Twists let a failed roll be reframed as a messy success in exchange for a fictional complication chosen by the rest of the table. Six-attribute character sheet (Calling, Culture, Frame, Motive, Nature, Poise) replaces classes and skills with player-written Descriptors that justify which Attribute applies to a given task. Initiative passes from the acting character to the target of their Action, eliminating turn-tracking and tying combat order to who is acting on whom. |
| Considerations | Tightly coupled to its Lemuria setting, limited character advancement, combat lacks tactical depth | Toolkit framing means the book provides scaffolding (factions, NPC seeds, sample castaway adventure) rather than a fleshed-out setting: groups expecting a defined world will need to build or borrow one. Mettle does triple duty as morale, hit points, and a spendable resource for bonus dice, which can take a session to internalize. Twist resolution depends on the rest of the table proposing complications, which slows play if the group is hesitant to add fiction. |