Draw Steel vs Dungeons & Dustbunnies
Compare Draw Steel and Dungeons & Dustbunnies side by side. See differences in complexity, dice, genre, cost, and more.
| Draw Steel | Dungeons & Dustbunnies | |
|---|---|---|
| Genre | Fantasy | Post-Apocalyptic, Fantasy |
| Play Style | Tactical, Heroic, Combat-Heavy, Cinematic, Character Building, High-Fantasy, Grid-Based, Attacks Always Hit, Lore-Heavy | Rules-Light, Comedy, Gonzo, Beginner-Friendly, One-Shot Friendly, Theater of the Mind, Improvisation, Survival |
| Core Mechanic | Power Roll: roll 2d10 + characteristic and check which tier the result falls into: Tier 1 (11 or less), Tier 2 (12–16), or Tier 3 (17+). Every ability describes three outcomes by tier, so rolls always produce an effect, with no whiffed turns. Edges and banes (+2/−2, or tier shift at double) modify rolls situationally. Each class builds a unique heroic resource during combat, unlocking increasingly powerful abilities as momentum builds. Victories earned from combat and noncombat challenges accumulate across encounters and convert to XP during respites. | Decrease Dice: each character has one die, starting at d20, that serves as both their health and their resolution roll. To attempt a risky action, roll the die against the Difficulty your class assigns that skill; meeting or beating it succeeds, while a normal failure costs only the attempt. The die steps down a size (d20 → d12 → d10 → d8 → d6 → d4) whenever you roll a 1, take major damage, or voluntarily force the scale to convert a failure into an automatic success. A character whose die would drop below d4 falls Exhausted or dies; sleeping in a safe shelter resets it to d20 and consuming a sugar ration steps it back up one size. |
| Dice | 2d10 | d4–d20 |
| Complexity | High | Very Low |
| Accessibility | High | Very High |
| Runnability | High | High |
| License | Draw Steel Creator License | Proprietary |
| Cost | $$$ | Free |
| Publisher | MCDM Productions | Castamar RPG Studio |
| Year | 2025 | 2026 |
| Best For | Groups who want deeply tactical, cinematic combat where every ability matters and no turn is wasted. Ideal for players who love build variety and dramatic, heroic battles. | Groups who want a quick, comedic one-shot or short campaign as thumb-sized survivors scavenging a household that has become a hostile wilderness, with a ruleset light enough to read in a few minutes before the first session. |
| Highlights | Every turn offers multiple meaningful choices with no wasted turns thanks to tiered outcomes, nine classes each with a unique heroic resource and distinct tactical identity, forced movement and positioning are central to combat tactics, full negotiation subsystem with NPC interest and patience tracking for structured social encounters | The Decrease Dice mechanic collapses health and resolution into a single die, so every roll both tests the action and visibly wears the character down as the die shrinks toward d4. Forcing the scale lets a player turn any failure into a guaranteed success by stepping their die down a size, making each clutch moment a deliberate trade of long-term stamina for an immediate result. Monsters are rated by a Threat Die that attacks and spells whittle down, and several (the chitin-armored cockroach, the static-charged dustbunny) shrug off ordinary weapons until players expose a weak spot or switch to fire, water, or magic. |
| Considerations | Heroes start with many abilities and options even at level 1, creating a steeper initial learning curve. Significant tracking overhead during combat with heroic resources, victories, conditions, edges, and banes. Explicitly designed for heroic tactical fantasy: the rules do not support dungeon crawling, hex exploration, or survival gameplay | Combat has no initiative or turn order (the GM narrates enemy intent and players react with defensive rolls), so there is little structure for tactical positioning. Rolling a 1 on any skill check (including routine Stealth, Alertness, or social rolls) steps the die down the same as taking a hit in combat, so avoiding unnecessary rolls becomes a survival strategy rather than a purely narrative choice. There is no advancement system: skills are fixed at character creation and the Decrease Die only ever recovers to its starting size, so characters do not grow mechanically over a campaign. |