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Draw Steel vs Tales of the Valiant

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

Draw SteelTales of the Valiant
GenreFantasyFantasy
Play StyleTactical, Heroic, Cinematic, Character Building, High-Fantasy, Attacks Always Hit, Lore-HeavyHeroic, Character Building, High-Fantasy, Tactical
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 + modifier against a target number or opposed check. Uses the core 5e framework: six ability scores, proficiency bonus, advantage/disadvantage. Adds a Talent system for additional character customization, reorganizes spells into numbered Circles, and introduces new Heritages and Lineages for character creation.
Dice2d10d20
ComplexityHighMedium
AccessibilityHighVery High
RunnabilityHighHigh
LicenseDraw Steel Creator LicenseCreative Commons CC BY 4.0 (Black Flag Reference Document)
Cost$$$$$
PublisherMCDM ProductionsKobold 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.Groups who want to continue playing 5e-style fantasy with backwards-compatible adventures but prefer an independent publisher with new heritages, talents, and spell circle organization.
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.Fully backwards-compatible with 5e adventures and supplements, Talent system adds character customization beyond subclass choice, spell Circles streamline spell level organization, backed by Kobold Press's extensive monster and adventure catalog
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.Very similar to 5e: groups satisfied with existing 5e rules may not find enough differentiation, still building its own identity separate from D&D, Monster Vault sold separately