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Draw Steel vs Hogwarts: An RPG

Compare Draw Steel and Hogwarts: An RPG side by side. See differences in complexity, dice, genre, cost, and more.

Draw SteelHogwarts: An RPG
GenreFantasyFantasy
Play StyleTactical, Heroic, Cinematic, Character Building, High-Fantasy, Attacks Always Hit, Lore-HeavyMagic School, Licensed IP, Family, Mystery, Rules-Light, Roll to Cast, One-Shot Friendly
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 2d6 + trait (Bravery, Cunning, Intellect, Loyalty, or Magic). On 10+, full success. On 7–9, success with a cost or complication. On 6 or less, fail but mark Experience. Moves are triggered by the fiction: Basic Moves cover danger, stealth, persuasion, and knowledge; Magic Moves handle spellcasting, potions, dueling, and magical creatures; Quidditch Moves resolve matches.
Dice2d102d6
ComplexityHighVery Low
AccessibilityHighVery High
RunnabilityHighLow
LicenseDraw Steel Creator LicenseCC BY-NC-SA 4.0
Cost$$$Free
PublisherMCDM ProductionsDavid Brunell-Brutman
Year20252020
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.Harry Potter fans who want a rules-light, narrative RPG for playing out original stories at Hogwarts: especially groups with younger or first-time players
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.Complete 16-page game with character sheets, spell lists organized by school year, Quidditch match rules, and setting reference: all free. Mysteries mechanic drives story forward with player-generated questions. Friends & Rivals system creates immediate inter-character drama. Conditions track both emotional and physical harm with distinct recovery paths.
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.Unlicensed fan game with no official support from the IP holders. No structured character classes or playbooks: characters differ mainly by trait scores and House. Advancement is slow, tied to accumulating four Experience. No rules for combat beyond the Duel magic move: physical conflicts use the same basic moves as everything else.