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Draw Steel vs Pathfinder

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

Draw SteelPathfinder
GenreFantasyFantasy
TagsTactical, Grid-Based, Combat-Heavy, Character Building, Crunchy, Resource Management, Attacks Always Hit, Cinematic, High-Power, Strong GM SupportTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-Heavy
Core MechanicRoll 2d10 plus a characteristic modifier for a power roll: 11 or less gives tier 1, 12–16 gives tier 2, and 17 or more gives tier 3. Edges and banes modify the roll or its tier. Tests and abilities specify results for each tier.Roll d20 + modifier against a DC. Four degrees of success: critical success (beat DC by 10+), success, failure, and critical failure (miss by 10+). Each turn grants three actions to spend freely on strikes, movement, spellcasting, or other activities. Multi-attack penalty (-5/-10) discourages repeated strikes and encourages tactical variety.
Dice2d10d20
ComplexityHighHigh
AvailabilityFree core rulesFree core rules
Runnability5 of 5 book tools5 of 5 book tools
LicenseDraw Steel Creator LicenseORC
Third-Party PublishingCommercial publishing allowed — Creator licenseCommercial publishing allowed — Open and compatibility licenses
Summary only, not legal advice. Check current terms before publishing.
PublisherMCDM ProductionsPaizo
Year20252023
LanguagesEnglishEnglish, French, German, Italian, Spanish, Portuguese
Best ForGroups who want heroic fantasy campaigns with coordinated grid combat and extensive character customization.Groups who want deep character customization, tactical grid combat with meaningful turn-by-turn decisions, and a richly detailed fantasy setting with free rules.
HighlightsEach class builds and spends its own heroic resource during combat, opening stronger abilities as the battle develops. Negotiations track an NPC’s interest and patience, giving arguments and motivations mechanical consequences. Encounter budgets and objectives help Directors build battles with goals beyond defeating every enemy.The three-action economy gives every turn the same three actions to spend on strikes, movement, or spells, so each turn is a fresh tactical decision. Characters customize through ancestry, class, skill, and general feats gained at nearly every level, letting builds diverge sharply within a single class. Four degrees of success, set by beating or missing the DC by 10, turn each roll into a range of outcomes rather than a binary result.
ConsiderationsCombat requires a grid and careful positioning. Each class has its own resource rules to learn and track during battle. Exploration uses tests and cinematic sequences rather than detailed travel supplies or encumbrance.New players must learn the trait system, conditions, and four degrees of success before combat runs smoothly. Multi-attack penalty and numerous combat actions can slow turns for indecisive players. Character creation draws feats from ancestry, class, skill, and general pools at every level, making each build a slow step.