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Cosmere RPG vs Lancer

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

Cosmere RPGLancer
GenreFantasySci-Fi
TagsCrunchy, Character Building, Heroic, High-Fantasy, Tactical, Licensed IP, Lore-HeavyMecha, Tactical, Grid-Based, Combat-Heavy, Crunchy, Character Building, Mission-Based, Strong GM Support, Lore-Heavy, Heroic
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.Skill checks, attacks, and saves roll a d20 plus at most one stat bonus, such as a pilot trigger, a mech skill, or GRIT. Skill checks normally succeed on 10 or more, while attacks must meet the target's defense and saves must meet the attacker's save target. Accuracy and Difficulty cancel one for one. Each remaining point rolls a d6, and only the highest die is added or subtracted.
Diced20 + d6d20 + d6
ComplexityHighHigh
AvailabilityFree quickstartFree quickstart
RunnabilityBook tools not listed5 of 5 book tools
LicenseAll Rights ReservedLancer Third Party License
Third-Party PublishingNot yet researchedCommercial publishing allowed — Publisher third-party license
Summary only, not legal advice. Check current terms before publishing.
PublisherBrotherwise GamesMassif Press
Year20252019
LanguagesEnglishEnglish, Italian, Portuguese
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 deep tactical mech combat and build customization, with lighter narrative play and downtime between missions.
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 supportLicenses unlock gear from five manufacturers, and unlocked weapons and systems can be mixed onto any licensed frame within its mounts and system points. Combat during narrative play resolves through ordinary skill checks, so a fight without mechs can end in a few rolls without a battle map. Player mechs degrade in stages: each lost point of structure or stress triggers an increasingly dangerous structure or overheating check.
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 repetitiveBuild choices are dense, since licenses, talents, and core bonuses interact across 29 frames. Narrative play outside combat is a lean layer of skill checks and downtime actions next to the mech combat rules. Mech combat is slow enough that the book expects one or two fights per session, usually just one.