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Draw Steel vs Questgiver

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

Draw SteelQuestgiver
GenreFantasyFantasy
Play StyleTactical, Heroic, Cinematic, Character Building, High-Fantasy, Attacks Always Hit, Lore-HeavyComedy, Rules-Light, Beginner-Friendly, One-Shot Friendly, Improvisation, 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.Describe an action and roll a pool of d6s equal to your level in a relevant skill, then compare the total against an opposing roll. Opposition is either another character's roll or a difficulty pool the GM rolls, from 1d6 for easy up to 4d6 for nearly impossible. Rolling all sixes earns a new, more specific skill one level higher than the one just used. Every failed roll grants 1 XP. Spent XP turns a die into a six to raise a skill, but never rewrites the roll that earned it.
Dice2d10d6 dice pool
ComplexityHighVery Low
AccessibilityHighVery High
RunnabilityHighLow
LicenseDraw Steel Creator LicenseORC License
Cost$$$Free
PublisherMCDM ProductionsKent Malosh
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.Comedy-focused groups who want a low-prep competitive party game built around performing absurd challenges for points, rather than a traditional fantasy campaign with combat and character progression. It works well for one-shots or short runs, and even for dropping a familiar character from another game into a single guest episode.
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 all sixes on an attempt grants a brand-new skill one level higher than the one used, so characters grow directly out of the actions players choose to try. Every failed roll banks a point of experience toward upgrading a skill, so failing at the table always feeds progress instead of stalling it. During the solo Endeavors, each contestant's attempt is submitted in secret and then played out in an order the host chooses, building game-show reveal tension into every round.
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.Character creation carries no mechanical weight, since the creature type, quirk, and personality options are roleplay flavor that never affects a roll. Most quests are scored however the host decides unless the quest states its own criteria, which can frustrate players who want transparent win conditions. There are no rules for combat, injury, or death, so groups wanting a mechanically consequential fantasy adventure will not find one here.