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Cypher System vs The Elf Game

Compare Cypher System and The Elf Game side by side. See differences in complexity, dice, genre, cost, and more.

Cypher SystemThe Elf Game
GenreUniversalUniversal
TagsToolkit, Modular, Character Building, Player-Only Rolls, Theater of the Mind, Low-Prep, Strong GM Support, NarrativeRules-Light, Beginner-Friendly, Hackable, Descending AC, CC-Licensed Rules
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.Assign six ability scores rolled on 3d6, then resolve any uncertain action by rolling a D20 and subtracting your adjustments. A result at or under the relevant Ability Score succeeds, and a higher result fails. A natural 1 always succeeds and a natural 20 always fails. Attacks use the same roll-under method, subtracting a Melee or Ranged score and comparing the total to the target's Armor Class.
Diced20d20
ComplexityMediumVery Low
AccessibilityVery HighVery High
RunnabilityVery HighMedium
LicenseCypher Open License 2026-07-15Public Domain
Third-Party PublishingCommercial publishing allowed — Cypher Open LicenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFreeFree
PublisherMonte Cook GamesS&A Baudelaire
Year20262025
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 free, pick-up-and-play system for a first RPG or a one-shot, especially tables happy to supply their own spells or borrow rules from other old-school games.
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.Ability tests and attacks both roll a D20 under a target number, so players learn a single resolution method and apply it to skills, combat, and saving throws alike. A character picks a class and a stance independently, so Fighter or Tradesman combined with Magical or Mundane yields several distinct builds from a tiny ruleset. Characters advance only from Level 0 to Level 3 by Referee fiat, so there is no experience economy to track.
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.Advancement caps at Level 3, so extended campaigns quickly run out of mechanical growth. Spells are named but never detailed on the rules sheet, so magical characters draw their actual spell effects from the Referee or compatible outside material. Every uncertain action is a single Ability Test with no fixed difficulty tiers, so how hard a task is depends on which ability the Referee calls for rather than a set target number.