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Cosmere RPG vs Draw Steel

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

Cosmere RPGDraw Steel
GenreFantasyFantasy
Play StyleCrunchy, Character Building, Heroic, High-Fantasy, Tactical, Licensed IP, Lore-HeavyTactical, Heroic, Cinematic, Character Building, High-Fantasy, Attacks Always Hit, Lore-Heavy
Core MechanicRoll d20 + skill vs. difficulty. The GM can raise the stakes on key rolls by adding the plot die: a custom d6 with Opportunity, Complication, and blank faces. Opportunities grant bonus effects chosen by the player; Complications introduce narrative twists chosen by the GM but also add a bonus to the roll. Each combat round, characters choose a fast turn (2 actions, act first) or slow turn (3 actions, act later). Characters advance through branching talent trees across 6 heroic paths and 9 Radiant paths.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.
Diced20 + d62d10
ComplexityHighHigh
AccessibilityHighHigh
RunnabilityHighHigh
LicenseAll Rights ReservedDraw Steel Creator License
Cost$$$$$$
PublisherBrotherwise GamesMCDM Productions
Year20252025
Best ForBrandon Sanderson fans who want deep character customization and hard-magic systems brought to the table: groups who enjoy Pathfinder-level build depth in a richly detailed setting.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.
HighlightsDeep lore integration with the Cosmere setting, extensive character customization rivals Pathfinder, plot die adds dramatic tension, fast/slow turn initiative lets players trade actions for turn order, Foundry VTT supportPower 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.
ConsiderationsPlot die adds a layer of opportunity/complication outcomes on top of pass/fail increasing cognitive overhead per roll, rulebook organization is poor and unclear in places, large barrier to entry for non-Sanderson fans, social encounters can feel repetitiveHeroes 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.