Cosmere RPG vs Mercs, Mages, and Monsters
Compare Cosmere RPG and Mercs, Mages, and Monsters side by side. See differences in complexity, dice, genre, and more.
| Cosmere RPG | Mercs, Mages, and Monsters | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Crunchy, Character Building, Heroic, High-Fantasy, Tactical, Licensed IP, Lore-Heavy | Classic Fantasy, Skill-Based, Tactical, Comedy, High-Fantasy, Roll to Cast, Character Building, Mission-Based |
| Core Mechanic | Roll 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. | G.U.T.S. (General Understanding of The System): sum 3d8 and try to roll equal to or under your Trait Level (starts 8, capped at 17). The margin of success or failure is called the Success Level or Failure Level and scales the effectiveness of the action. Knack Mastery shifts the effective trait by −4 (Untrained) to +2 (Master). Difficulty adjustments (Very Easy to Very Hard) add or subtract 4 to 2 from the trait. |
| Dice | d20 + d6 | 3d8 |
| Complexity | High | Medium |
| Availability | Free quickstart | Free quickstart |
| Runnability | Book tools not listed | 3 of 5 book tools |
| License | All Rights Reserved | Proprietary |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Brotherwise Games | Bad Toad Games |
| Year | 2025 | 2025 |
| Languages | English | English |
| Best For | Brandon 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 a comedic high-fantasy adventure with mechanical breadth (mastery-tiered skills, three magic schools, twin crafting paths) paired with a simple roll-under core. Characters are sworn Members of a Guild taking hired contracts in the kingdom of Yogath, often unknowingly working for the Crown or a shadowy Consortium plotting against it. |
| Highlights | Deep 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 support |
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| Considerations | Plot 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 repetitive |
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