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Draw Steel vs Five Torches Deep

Compare Draw Steel and Five Torches Deep side by side. See differences in complexity, dice, genre, cost, and more.

Draw SteelFive Torches Deep
GenreFantasyFantasy
Play StyleTactical, Heroic, Cinematic, Character Building, High-Fantasy, Attacks Always Hit, Lore-HeavyDungeon Crawl, Tactical, Resource Management, Rules-Light, Gritty, Ascending AC, Vancian Casting, Roll to Cast
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.Roll d20 + modifier vs DC 11 (most checks). Four classes (Warrior, Thief, Zealot, Mage), levels 1–9. Supply (SUP) abstracts consumables, load limits gear, and equipment can break via durability rolls. Magic carries mishap risk. Compatible with both 5e and B/X adventures.
Dice2d10d20
ComplexityHighLow
AccessibilityHighVery High
RunnabilityHighMedium
LicenseDraw Steel Creator LicenseOGL 1.0a
Cost$$$$
PublisherMCDM ProductionsSigil Stone Publishing
Year20252019
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 like 5e's core d20 feel but want OSR resource scarcity, simplified classes, and deadlier dungeon crawling.
HighlightsPower Rolls resolve to one of three tiers, so every roll produces an effect and a turn is never wasted. Each of the nine classes builds a unique heroic resource during a fight, unlocking stronger abilities as momentum grows. A negotiation subsystem tracks an NPC's interest and patience, giving social scenes a structured back-and-forth like combat.Bridges 5e familiarity with OSR lethality, supply system elegantly handles torches and rations, fits in 48 pages, dual-compatible with 5e and B/X content
ConsiderationsHeroes start with many abilities and options even at level 1, creating a steeper initial learning curve. Each combat turn juggles heroic resources, conditions, and edges and banes at once, so play carries real tracking overhead. The system targets heroic tactical fantasy specifically, so it provides no rules for dungeon crawling, hexcrawl exploration, or survival play.Very slim: GMs may need to house-rule gaps, limited character options compared to full 5e, magic mishap table can feel punishing, no bestiary included