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Draw Steel vs Tales of Argosa

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

Draw SteelTales of Argosa
GenreFantasyFantasy
Play StyleTactical, Heroic, Cinematic, Character Building, High-Fantasy, Attacks Always Hit, Lore-HeavyDeadly, Sandbox, Combat-Heavy, Dungeon Crawl, Roll to Cast, Gritty, Open Source, Sword & Sorcery
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 d20 under attribute to succeed (roll-under). Luck saves deplete your Luck attribute with each success, ratcheting tension. Combat uses Nat 19 effects, Exploits, Fumbles, Crits, and Trauma tables. Dark & Dangerous Magic risks madness and Veil monsters when casting spells.
Dice2d10d20
ComplexityHighLow
AccessibilityHighMedium
RunnabilityHighVery High
LicenseDraw Steel Creator LicenseCC BY-SA 4.0
Cost$$$$$
PublisherMCDM ProductionsPickpocket Press
Year20252024
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.Sword & sorcery fans who want fast, brutal combat with diminishing Luck, dark & dangerous magic, and rich emergent sandbox play: group or solo.
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.Distinctive diminishing Luck mechanic, combat with Exploits and Trauma is consequential, large GM toolbox (hexploration, oracles, hirelings, mass battle), solo rules included, Creative Commons license
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.Diminishing Luck mechanic means characters weaken as they succeed, limited magical options in core rules, requires GM comfort with sandbox hexcrawl prep