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Mythras vs The Last Book

Compare Mythras and The Last Book side by side. See differences in complexity, dice, genre, and more.

MythrasThe Last Book
GenreFantasy, UniversalFantasy
TagsCrunchy, Tactical, Simulation, Character Building, Deadly, SandboxCrunchy, Tactical, Simulation, Character Building, Classless, Deadly, Sword & Sorcery
Core MechanicRoll d100 under your skill percentage. In combat, degree of success vs. opponent determines Special Effects: tactical maneuvers like Disarm, Trip, Bypass Armor, and Bleed. Action Points govern actions per round, damage applies to hit locations.The Last Book uses two resolution systems. Skill and attribute checks roll d100 under a calculated success chance, and how far under the number sets the success margin. Combat is an opposed contest where each side rolls 2d6 and adds a maneuver rating, and the higher total wins the exchange. The margin of victory, called Strike Severity, is added as bonus damage.
Diced100d100, 2d6
ComplexityHighHigh
AvailabilityFree quickstartFree core rules
Runnability5 of 5 book tools3 of 5 book tools
LicenseORCAll Rights Reserved
Third-Party PublishingNot yet researchedNot yet researched
PublisherThe Design MechanismPatrick White
Year20162026
LanguagesEnglishEnglish
Best ForGroups who want gritty, tactical, and realistic combat in a skill-based percentile system, particularly for historical, mythic, or low-fantasy settings.Groups who enjoy 1980s-style point-buy character building and granular, location-based tactical combat, and want that level of crunch set in a violent sword and sorcery desert world.
HighlightsTactical Special Effects combat system, classless skill-based progression, five distinct magic systems, adaptable to many genres, free intro version (Mythras Imperative)The margin by which a 2d6 attack contest beats the defense becomes Strike Severity and is added to damage, so cleanly won exchanges hit harder rather than only landing. Attackers can aim for a specific body location such as the head or vitals, trading an accuracy penalty for effects like multiplied damage or a chance to cripple a limb. Esoteric Alchemy builds potions from five reagent types that each carry their own laws and effects, letting an alchemist mix custom concoctions instead of drawing from a fixed list.
ConsiderationsSteep learning curve for combat, analysis paralysis when choosing effects, large combats become unwieldy, lengthy character creationThe game runs on two separate resolution engines, a d100 roll-under for skills and a 2d6 opposed contest for combat, so players learn and switch between two different systems. Resolving one attack can involve wound level, strike location, vulnerability and status, encumbrance, and lighting at the same time, which keeps combat deliberate and slow. Character death is largely permanent and crippling injuries can persist well beyond a fight, so losing a heavily built character is a real risk.