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Basic Fantasy RPG vs Draw Steel

Compare Basic Fantasy RPG and Draw Steel side by side. See differences in complexity, dice, genre, cost, and more.

Basic Fantasy RPGDraw Steel
GenreFantasyFantasy
Play StyleClassic Fantasy, Beginner-Friendly, Rules-Light, Ascending AC, Open Source, Hackable, Modular, Dungeon CrawlTactical, Heroic, Cinematic, Character Building, High-Fantasy, Attacks Always Hit, Lore-Heavy
Core MechanicRoll d20 + attack bonus against the target's ascending Armor Class. Saving throws use a d20 roll-over against category-specific target numbers. Ability checks are d20 roll-under. Character advancement uses class-based XP tables and hit dice.Power Roll: roll 2d10 + characteristic and check which tier the result falls into: Tier 1 (11 or less), Tier 2 (12–16), or Tier 3 (17+). Every ability describes three outcomes by tier, so rolls always produce an effect, with no whiffed turns. Edges and banes (+2/−2, or tier shift at double) modify rolls situationally. Each class builds a unique heroic resource during combat, unlocking increasingly powerful abilities as momentum builds. Victories earned from combat and noncombat challenges accumulate across encounters and convert to XP during respites.
Diced202d10
ComplexityLowHigh
AccessibilityVery HighHigh
RunnabilityVery HighHigh
LicenseCreative Commons CC BY-SA 4.0Draw Steel Creator License
CostFree$$$
PublisherBasic Fantasy ProjectMCDM Productions
Year20232025
Best ForGroups who want a free, simple B/X-style game that modernizes classic D&D with ascending AC and separate race and class while remaining compatible with decades of OSR adventures.Groups who want deeply tactical, cinematic combat where every ability matters and no turn is wasted. Ideal for players who love build variety and dramatic, heroic battles.
HighlightsCompletely free PDF with at-cost print copies through Lulu, race and class are separate unlike B/X source material, highly compatible with classic B/X and OSR modulesPower Rolls resolve to one of three tiers, so every roll produces an effect and a turn is never wasted. Each of the nine classes builds a unique heroic resource during a fight, unlocking stronger abilities as momentum grows. A negotiation subsystem tracks an NPC's interest and patience, giving social scenes a structured back-and-forth like combat.
ConsiderationsFour core classes only (Cleric, Fighter, Magic-User, Thief) without supplements, racial class restrictions limit some combinations, no built-in setting or campaign frameworkHeroes start with many abilities and options even at level 1, creating a steeper initial learning curve. Each combat turn juggles heroic resources, conditions, and edges and banes at once, so play carries real tracking overhead. The system targets heroic tactical fantasy specifically, so it provides no rules for dungeon crawling, hexcrawl exploration, or survival play.