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Draw Steel vs OpenQuest

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

Draw SteelOpenQuest
GenreFantasyFantasy
Play StyleTactical, Heroic, Cinematic, Character Building, High-Fantasy, Attacks Always Hit, Lore-HeavySkill-Based, Classless, Beginner-Friendly, Deadly, Sword & Sorcery, Mana Points, Roll to Cast, Theater of the Mind, Open Source, GM-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 d100 equal to or under a skill percentage to succeed. Doubles on a success (11, 22, 33) are critical successes; doubles on a failure are fumbles. Modifiers apply in meaningful increments of ±20% or ±50% only. Opposed tests have both sides roll, with the highest successful roll winning. Fortune points allow rerolls and can prevent character death.
Dice2d10d100
ComplexityHighLow
AccessibilityHighVery High
RunnabilityHighVery High
LicenseDraw Steel Creator LicenseCC BY 4.0 (SRD)
Cost$$$$
PublisherMCDM ProductionsD101 Games
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.Groups wanting a streamlined D100 fantasy system that retains the feel of classic BRP (deadly combat, three distinct magic systems, and percentile skills) without hit locations or fiddly modifiers.
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.Three magic systems (Personal Magic, Divine Magic, and Sorcery) each with distinct mechanics and progression. Simplified modifiers (±20% or ±50% only) reduce bookkeeping without sacrificing impact. Social combat subsystem handles fast talk, oratory, and intimidation with mechanical structure. Full SRD released under CC BY 4.0, which has spawned commercial derivatives like Jackals (Osprey Games).
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.No hit location system: groups wanting granular wound tracking should look to Mythras or RuneQuest. Low hit point totals make combat swingy from single lucky or unlucky rolls. Non-human character options (Ducks, Elves, Dwarves) are optional rules only.