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Draw Steel vs Feng Shui

Compare Draw Steel and Feng Shui side by side. See differences in complexity, dice, genre, and more.

Draw SteelFeng Shui
GenreFantasyFantasy, Sci-Fi, Historical, Modern, Post-Apocalyptic
TagsTactical, Grid-Based, Combat-Heavy, Character Building, Crunchy, Resource Management, Attacks Always Hit, Cinematic, High-Power, Strong GM SupportCinematic, Combat-Heavy, Fast-Paced, High-Power, Martial Arts, Playbook-Driven, Pulp Action, Strong GM Support, Tactical, Theater of the Mind
Core MechanicRoll 2d10 plus a characteristic modifier for a power roll: 11 or less gives tier 1, 12–16 gives tier 2, and 17 or more gives tier 3. Edges and banes modify the roll or its tier. Tests and abilities specify results for each tier.Roll a positive d6 and a negative d6, subtract the negative die from the positive, and add the Swerve to an Action Value. Meeting or beating the Difficulty succeeds, while open-ended sixes create extreme results.
Dice2d102d6
ComplexityHighMedium
AvailabilityFree core rulesFree quickstart
Runnability5 of 5 book tools5 of 5 book tools
LicenseDraw Steel Creator LicenseAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Creator licenseNoncommercial only — Atlas Games Fair Use policy
Summary only, not legal advice. Check current terms before publishing.
PublisherMCDM ProductionsAtlas Games
Year20252015
LanguagesEnglishEnglish, French, Russian
Best ForGroups who want heroic fantasy campaigns with coordinated grid combat and extensive character customization.Groups that want fast Hong Kong action, tactical shot-by-shot fights, melodramatic hooks, and time-traveling campaigns that mix genres
HighlightsEach class builds and spends its own heroic resource during combat, opening stronger abilities as the battle develops. Negotiations track an NPC’s interest and patience, giving arguments and motivations mechanical consequences. Encounter budgets and objectives help Directors build battles with goals beyond defeating every enemy.A descending shot countdown makes every action and interrupt change when a character acts again. One-hit mooks support crowd-clearing spectacle, while featured foes and bosses use deeper wound rules for climactic fights. Feng shui sites link faction victories to changes in history across four connected eras.
ConsiderationsCombat requires a grid and careful positioning. Each class has its own resource rules to learn and track during battle. Exploration uses tests and cinematic sequences rather than detailed travel supplies or encumbrance.Most starting archetypes have fixed statistics and schticks, so initial mechanical customization is limited. The default adventure structure treats investigation and social scenes mainly as connections between fights. Exploding positive and negative dice permit large reversals even when a character's Action Value substantially exceeds the Difficulty.