Cypher System vs Cypher System Revised Edition
Compare Cypher System and Cypher System Revised Edition side by side. See differences in complexity, dice, genre, cost, and more.
| Cypher System | Cypher System Revised Edition | |
|---|---|---|
| Genre | Universal | Universal |
| Tags | Toolkit, Modular, Character Building, Player-Only Rolls, Theater of the Mind, Low-Prep, Strong GM Support, Narrative | Narrative, Low-Prep, Exploration, Cinematic, Collaborative, Theater of the Mind, Roleplay-Heavy |
| Core Mechanic | The GM rates each task from 1 to 10 and multiplies that difficulty by 3 to set the 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 the relevant stat Pool after Edge reduces the cost. | GM sets difficulty 1–10, multiply by 3 for target number. Players spend Effort to reduce difficulty. |
| Dice | d20 | d20 |
| Complexity | Medium | Low |
| Accessibility | Very High | Very High |
| Runnability | Very High | Very High |
| License | Cypher Open License 2026-07-15 | Cypher System Open License |
| Third-Party Publishing | Commercial publishing allowed — Cypher Open License | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | Free | Free |
| Publisher | Monte Cook Games | Monte Cook Games |
| Year | 2026 | 2019 |
| Languages | English | English |
| Best For | Groups building genre-spanning campaigns who want broad character customization, player-facing resource decisions, and little mechanical preparation for the GM. | GMs who want minimal prep and players who enjoy spending resources to shape the story. |
| Highlights | Player-only rolls keep the GM focused on adjudication and scene management. Descriptor, type, and focus choices support broad customization across multiple genres. One-use cyphers continually rotate situational abilities through play. | Very easy GM prep, flexible character descriptors, XP for discovery |
| Considerations | Players manage Pool spending for abilities and Effort, so pushing a roll competes with other resource uses. Abstract distances and level-based NPCs leave many tactical details to table rulings rather than map procedures. The broad toolkit asks the GM to select genre modules and character options before play. | Players track most complexity, limited tactical combat, can feel same-y |