Draw Steel vs Skies Above
Compare Draw Steel and Skies Above side by side. See differences in complexity, dice, genre, cost, and more.
| Draw Steel | Skies Above | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Tactical, Heroic, Cinematic, Character Building, High-Fantasy, Attacks Always Hit, Lore-Heavy | JRPG, Cinematic, Tactical, High-Fantasy, Heroic, Character Building, Mana Points, Theater of the Mind, Lore-Heavy |
| Core Mechanic | Power 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 d8 + two Attributes + modifiers against a Target Number (typically 10, increasing in steps of 4 for harder tasks). Natural 8s explode, rolling and adding again; every additional 8 raises the Critical Level, scaling damage and effects. A natural 1 is an Epic Fail that halves the character's Defences until their next turn. Critical hits dealt and taken generate Overdrive: once eight stacks accumulate, characters spend them to take an additional action that round, modeling the limit-break payoff of classic JRPGs. |
| Dice | 2d10 | d8 |
| Complexity | High | Medium |
| Accessibility | High | High |
| Runnability | High | High |
| License | Draw Steel Creator License | All Rights Reserved |
| Cost | $$$ | $$ |
| Publisher | MCDM Productions | Lost Haven Studio |
| Year | 2025 | 2026 |
| Best For | Groups 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 JRPG-inspired tabletop adventure: picking from twelve jobs like Dragoon, Dark Mage, or Engineer, channeling elemental magic blessed by eight goddesses, and journeying by airship across floating sky-islands in the aftermath of a magical cataclysm. |
| Highlights | Power 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. | Exploding d8 with stacking Critical Levels: multiple natural 8s in a row cascade into larger crits and bigger effects, so heroic moments scale rather than cap. Overdrive accumulates from critical hits dealt and received, and spending eight stacks grants an additional action that round, giving combat a JRPG limit-break rhythm. Twelve job roles span melee, magic, ranged, and support archetypes, and characters add a second job at level 12 to cross-pollinate abilities and weapon ranks. Eight elemental goddesses anchor both magic and the bestiary: every Skyfolk lineage is blessed with resistance to one element, and creatures carry specific elemental weaknesses that double incoming damage. |
| Considerations | Heroes 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. | Combat is the most heavily detailed pillar of the rules, with conditions, elemental damage, front/back row positioning, and an optional battlefield grid: investigation, intrigue, and downtime get coverage but less mechanical depth. Light and Dark Mages cannot learn from the opposing path, locking each spellcaster out of half the elemental spell list and pushing magical variety into multi-job characters. The exploding-d8 swing is wide: consecutive 8s can demolish encounters while a natural 1 halves a character's Defences and opens them to brutal counters. Setting and mechanics are tightly woven: Skyfolk lineages, the eight Goddesses, and post-Breaking lore are baked into character options rather than presented as swappable flavor. |