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Cosmere RPG vs Exalted

Compare Cosmere RPG and Exalted side by side. See differences in complexity, dice, genre, and more.

Cosmere RPGExalted
GenreFantasyFantasy
TagsCrunchy, Character Building, Heroic, High-Fantasy, Tactical, Licensed IP, Lore-HeavyHigh-Power, Crunchy, Tactical, High-Fantasy, Martial Arts, Lore-Heavy, Character Building, Corruption
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.Roll a pool of d10s equal to an Attribute + Ability; each die showing 7–9 counts as one success and each 10 as two, measured against a target number of successes. Vivid descriptions of an action (stunts) add 1–3 bonus dice and can restore spent Essence, rewarding evocative narration on every roll.
Diced20 + d6d10 dice pool
ComplexityHighVery High
AvailabilityFree quickstartPaid
RunnabilityBook tools not listed4 of 5 book tools
LicenseAll Rights ReservedProprietary
Third-Party PublishingNot yet researchedNot yet researched
PublisherBrotherwise GamesOnyx Path Publishing
Year20252016
LanguagesEnglishEnglish
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 committed to a long campaign about demigod protagonists: mastering deep, individualized Charm builds, fighting Initiative-driven tactical battles, and navigating the political collapse of a mythic empire.
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 supportCombat is a tug-of-war over momentum: withering attacks steal Initiative from enemies into the attacker's pool, and a decisive attack then spends that pool to deal actual harm, so the maneuvering before the killing blow matters as much as the blow itself. Each of the 25 Abilities has its own tree of Essence-fueled Charms gated by prerequisite chains, so heavy investment in one Ability yields a combat or social style a differently-built character cannot reproduce. Intimacies set hard limits on persuasion (social actions roll against a target's Resolve, attempts aligned with a Defining Intimacy are easier and those that violate one are impossible), so social conflict turns on stated stakes rather than GM fiat.
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 repetitiveThe core rulebook supports only Solar Exalted as player characters: the other Exalt types (Dragon-Blooded, Lunar, Sidereal) appear here as antagonists rather than fully playable PCs. Solars so outmatch ordinary opposition that lone mortal or even Dragon-Blooded foes rarely threaten them, pushing the GM toward Charm-wielding antagonists or massed battle groups to mount a real challenge. Artifact crafting uses three separate experience currencies across four project tiers with long in-fiction time requirements, so a crafting-focused character's payoff arrives only over a sustained campaign.