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Cypher System vs Open Legend

Compare Cypher System and Open Legend side by side. See differences in complexity, dice, genre, cost, and more.

Cypher SystemOpen Legend
GenreUniversalUniversal
TagsToolkit, Modular, Character Building, Player-Only Rolls, Theater of the Mind, Low-Prep, Strong GM Support, NarrativeToolkit, Classless, Hackable, Heroic, Modular, Character Building, Tactical, Crunchy
Core MechanicThe 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.Roll a d20 plus one or more attribute dice (d4 through d12 based on attribute score, scaling to multiple dice at higher scores) against a Challenge Rating. All dice explode on their maximum face and can keep exploding without limit. Characters have eighteen attributes split across Physical, Mental, Social, and Extraordinary categories; extraordinary attributes channel banes (negative effects) and boons (positive effects) instead of tracking a spell list. Advantage or disadvantage adds extra dice and drops the lowest or highest before summing.
Diced20d20 + d4–d12
ComplexityMediumMedium
AccessibilityVery HighVery High
RunnabilityVery HighMedium
LicenseCypher Open License 2026-07-15Open Legend Community License (SRD)
Third-Party PublishingCommercial publishing allowed — Cypher Open LicenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFreeFree
PublisherMonte Cook GamesSeventh Sphere Publishing
Year20262018
LanguagesEnglishEnglish
Best ForGroups building genre-spanning campaigns who want broad character customization, player-facing resource decisions, and little mechanical preparation for the GM.Groups who want a single classless engine to handle fantasy, science fiction, modern, or horror campaigns through eighteen attributes spanning physical, mental, social, and extraordinary domains, with magic and special effects folded into the same dice mechanic as combat.
HighlightsPlayer-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.All dice explode on maximum rolls with no cap, producing occasional dramatic result spikes through the same mechanic that handles ordinary rolls. Magic is folded into the attribute system through banes and boons, so extraordinary attributes like Energy or Entropy roll for fixed effects rather than tracking a spell list. Hits that exceed a defense by ten or more automatically apply a free bane on top of damage, so big roll-overs translate into status effects like knockdown or stunned rather than wasted overflow.
ConsiderationsPlayers 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.First-level character creation spends 40 attribute points across 18 attributes plus 6 feat points across a tiered feat list, producing heavy upfront decision load before play begins. Weapons have no damage dice (damage equals your action roll minus the target's defense), so weapon variety within a category is largely cosmetic, and the book itself notes that a longsword mechanically dominates a shortsword. Hit points come from Fortitude, Presence, and Will (HP = 2·(F+P+W) + 10) rather than from level, so a character who dumps all three stays near 10 HP regardless of how much XP they earn.