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Draw Steel vs Mercs, Mages, and Monsters

Compare Draw Steel and Mercs, Mages, and Monsters side by side. See differences in complexity, dice, genre, cost, and more.

Draw SteelMercs, Mages, and Monsters
GenreFantasyFantasy
Play StyleTactical, Heroic, Cinematic, Character Building, High-Fantasy, Attacks Always Hit, Lore-HeavyClassic Fantasy, Skill-Based, Tactical, Comedy, High-Fantasy, Roll to Cast, Character Building, Mission-Based
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.G.U.T.S. (General Understanding of The System): sum 3d8 and try to roll equal to or under your Trait Level (starts 8, capped at 17). The margin of success or failure is called the Success Level or Failure Level and scales the effectiveness of the action. Knack Mastery shifts the effective trait by −4 (Untrained) to +2 (Master). Difficulty adjustments (Very Easy to Very Hard) add or subtract 4 to 2 from the trait.
Dice2d103d8
ComplexityHighMedium
AccessibilityHighHigh
RunnabilityHighMedium
LicenseDraw Steel Creator LicenseProprietary
Cost$$$$$
PublisherMCDM ProductionsBad Toad Games
Year20252025
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 want a comedic high-fantasy adventure with mechanical breadth (mastery-tiered skills, three magic schools, twin crafting paths) paired with a simple roll-under core. Characters are sworn Members of a Guild taking hired contracts in the kingdom of Yogath, often unknowingly working for the Crown or a shadowy Consortium plotting against it.
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.Rolling doubles on an attack triggers weapon-typed Status Effects (swords impale, blunts stun, axes amputate), so weapon choice shapes battlefield complications, not just damage. Mages can attempt spells above their Mastery tier, but a failed overcast rolls on a Miscast table that can escalate to a Wild Magic explosion damaging the caster and nearby allies. Elixirs grant a temporary trait buff offset by a matching Withdraw penalty once combat ends, making potion timing a tactical trade-off rather than free power.
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.Weapon-typed Status Effects, weather penalties, and per-weapon damage tables add table-reference overhead during combat. The comedy-grim tone (Goblin Piss Paste as a crafting ingredient, an Iron Pan spell cast by yelling 'I cast iron pan!', a Mad Child King on the throne) will not fit groups expecting straight high-stakes fantasy. Adventures are built around Guild Contracts in the kingdom of Yogath, so dropping into a homebrew setting means reworking the Crown and Consortium hooks that drive published material.