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Basic Roleplaying vs Cypher System

Compare Basic Roleplaying and Cypher System side by side. See differences in complexity, dice, genre, cost, and more.

Basic RoleplayingCypher System
GenreUniversalUniversal
TagsSkill-Based, Modular, Simulation, Gritty, Roleplay-Heavy, Investigation, Low-Fantasy, ClasslessToolkit, Modular, Character Building, Player-Only Rolls, Theater of the Mind, Low-Prep, Strong GM Support, Narrative
Core MechanicRoll d100 under your skill percentage to succeed. Critical success on 1/20th of skill value, fumble on 99–100. Opposed rolls compare results. Optional rules layer on complexity as desired.The GM rates each task from 1 to 10 and multiplies that difficulty by 3 to set the target number. Players roll a d20 and succeed on a result equal to or above the target. Skills, assets, and Effort ease the task before the roll, with Effort paid from the relevant stat Pool after Edge reduces the cost.
Diced100d20
ComplexityMediumMedium
AccessibilityVery HighVery High
RunnabilityVery HighVery High
LicenseORCCypher Open License 2026-07-15
Third-Party PublishingNot yet researchedCommercial publishing allowed — Cypher Open License
Summary only, not legal advice. Check current terms before publishing.
CostFreeFree
PublisherChaosium Inc.Monte Cook Games
Year20232026
LanguagesEnglishEnglish
Best ForGMs who want a modular, genre-agnostic percentile system they can tailor to any setting with optional rules for powers, combat, and more.Groups building genre-spanning campaigns who want broad character customization, player-facing resource decisions, and little mechanical preparation for the GM.
HighlightsHighly modular: add or remove subsystems at will, intuitive percentile mechanic, unified system across any genre, skill-based progression through use, long design heritagePlayer-only rolls keep the GM focused on adjudication and scene management. Descriptor, type, and focus choices support broad customization across multiple genres. One-use cyphers continually rotate situational abilities through play.
ConsiderationsCan feel generic without a specific setting, requires GM effort to select which optional rules to use, combat can be deadly and swingyPlayers manage Pool spending for abilities and Effort, so pushing a roll competes with other resource uses. Abstract distances and level-based NPCs leave many tactical details to table rulings rather than map procedures. The broad toolkit asks the GM to select genre modules and character options before play.