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Cypher System Revised Edition vs WARDEN

Compare Cypher System Revised Edition and WARDEN side by side. See differences in complexity, dice, genre, and more.

Cypher System Revised EditionWARDEN
GenreUniversalUniversal
TagsToolkit, Modular, Character Building, Resource Management, Exploration, Theater of the Mind, Low-Prep, Strong GM Support, Narrative, Character-DrivenCinematic, Classless, Character Building, Tactical, Exploration, Sandbox, Character-Driven, Grid-Based, Toolkit, Strong GM Support
Core MechanicThe GM rates a task from 1 to 10 and multiplies that difficulty by 3 to set its 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 a stat Pool after Edge reduces the cost.Roll a d20 plus a relevant Proficiency and modifiers against a Difficulty Value. A natural 20 or 1 shifts the result one tier, while a result at least 10 above or below the difficulty is a critical. In Conflict, player characters get three Action Points and one Reaction each round.
Diced20d20
ComplexityMediumHigh
AvailabilityFree core rulesPaid
Runnability5 of 5 book tools4 of 5 book tools
LicenseCypher System Open LicenseORC License
Third-Party PublishingCommercial publishing allowed — Cypher System Open LicenseCommercial publishing allowed — ORC License
Summary only, not legal advice. Check current terms before publishing.
PublisherMonte Cook GamesGhost Spark
Year20192026
LanguagesEnglishEnglish
Best ForGroups building their own campaigns across genres who want detailed character choices and frequent resource decisions, with light mechanical preparation for the GM.Groups who want a tactical, classless system for genre-spanning sandbox campaigns. It rewards a table that enjoys campaign maps, setting alterations, and procedures for custom material.
HighlightsDescriptor, type, focus, and optional flavors let players combine broad character concepts with specific abilities. Single-use cyphers continually refresh the powers available during play. Character arcs reward progress toward personal goals, while XP can also buy rerolls and changes to the story.Classless characters combine Abilities and Feats from three Paths, letting builds develop without fixed classes. Campaign Maps use places, secrets, threats, and clocks to structure an open-ended campaign around player choices. Setting Alterations and Game Warden creation rules provide procedures for adapting the game to a chosen genre.
ConsiderationsPlayers budget stat Pools across Effort, abilities, and incoming damage. The GM must choose suitable character options and genre rules before a campaign begins. Abstract distances and flexible difficulty ratings rely on consistent table rulings.Character customization spreads choices across more than 150 Abilities and 500 Feats, so players compare a large catalogue before committing to a build. Conflict procedure is dense: action costs, reactions, conditions, attack penalties, and effect rolls all matter during a turn. Game Wardens are expected to create a campaign map and choose setting alterations before the first session, so the game asks for preparation beyond character creation.