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Draw Steel vs Dungeons & Dustbunnies

Compare Draw Steel and Dungeons & Dustbunnies side by side. See differences in complexity, dice, genre, cost, and more.

Draw SteelDungeons & Dustbunnies
GenreFantasyPost-Apocalyptic, Fantasy
Play StyleTactical, Heroic, Combat-Heavy, Cinematic, Character Building, High-Fantasy, Grid-Based, Attacks Always Hit, Lore-HeavyRules-Light, Comedy, Gonzo, Beginner-Friendly, One-Shot Friendly, Theater of the Mind, Improvisation, Survival
Core MechanicPower 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.
Dice2d10d4–d20
ComplexityHighVery Low
AccessibilityHighVery High
RunnabilityHighHigh
LicenseDraw Steel Creator LicenseProprietary
Cost$$$Free
PublisherMCDM ProductionsCastamar RPG Studio
Year20252026
Best ForGroups 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.
HighlightsEvery 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 encountersThe 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.
ConsiderationsHeroes 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 gameplayCombat 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.