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Draw Steel vs Level Up: Advanced 5th Edition

Compare Draw Steel and Level Up: Advanced 5th Edition side by side. See differences in complexity, dice, genre, cost, and more.

Draw SteelLevel Up: Advanced 5th Edition
GenreFantasyFantasy
Play StyleTactical, Heroic, Cinematic, Character Building, High-Fantasy, Attacks Always Hit, Lore-HeavyCrunchy, Tactical, Character Building, Exploration, High-Fantasy, Open Source
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.d20 + modifier vs. DC/AC with advantage/disadvantage. Adds expertise dice, combat maneuvers with exertion pool, and structured exploration/social systems.
Dice2d10d20
ComplexityHighHigh
AccessibilityHighVery High
RunnabilityHighHigh
LicenseDraw Steel Creator LicenseCC BY 4.0
Cost$$$$$
PublisherMCDM ProductionsEN Publishing
Year20252021
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.5e players who want deeper character builds, meaningful exploration and social pillar mechanics, and combat maneuvers without changing the core d20 framework.
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.Backwards-compatible with 5e adventures, much deeper exploration and social pillars, combat maneuvers for martial classes, rich origin system (heritage + culture + background + destiny)
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.More complex than base 5e, some players find the extra systems overwhelming, Requires the separate Trials & Treasures book for GM tools and magic items while monsters are in the Monstrous Menagerie book.