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Draw Steel vs Forbidden Lands

Compare Draw Steel and Forbidden Lands side by side. See differences in complexity, dice, genre, cost, and more.

Draw SteelForbidden Lands
GenreFantasyFantasy
Play StyleTactical, Heroic, Cinematic, Character Building, High-Fantasy, Attacks Always Hit, Lore-HeavySandbox, Hexcrawl, Gritty, Survival, Deadly, Exploration, Base-Building, Random Tables
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 a pool of d6s (attribute + skill + gear dice). Each 6 is a success. You can push your roll for extra dice, but risk damaging gear and taking conditions. Gear dice degrade on 1s. Year Zero Engine.
Dice2d10d6 dice pool
ComplexityHighMedium
AccessibilityHighHigh
RunnabilityHighHigh
LicenseDraw Steel Creator LicenseYear Zero Engine OGL
Cost$$$$$
PublisherMCDM ProductionsFree League Publishing
Year20252018
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.Sandbox hexcrawl campaigns with stronghold building, resource management, and a dark fantasy tone. Great for groups who want to explore and carve out their own corner of the world.
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.Detailed sandbox tools and hexcrawl structure, stronghold building adds long-term goals, push mechanic creates meaningful risk, low-prep with random encounter tables and legend handouts
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.Tightly tied to its Ravenland setting, push mechanic can frustrate cautious players, stronghold rules require the full boxed set, hex encounters can feel repetitive without GM preparation