Numenera vs When Sky & Sea Were Not Named
Compare Numenera and When Sky & Sea Were Not Named side by side. See differences in complexity, dice, genre, and more.
| Numenera | When Sky & Sea Were Not Named | |
|---|---|---|
| Genre | Scifi, Fantasy | Fantasy |
| Tags | Exploration, Weird, Resource Management, Character Building, Narrative, Theater of the Mind, Low-Prep, Strong GM Support, Lore-Heavy, Atmospheric | Tactical, Theater of the Mind, Resource Management, Faction Play, Lore-Heavy, Base-Building, Exploration |
| Core Mechanic | Roll a d20 against a target number equal to three times the GM's task difficulty. Training, helpful assets and Effort reduce that difficulty before the roll. Effort spends points from Might, Speed or Intellect Pools, with Edge reducing the cost. Reducing difficulty to zero makes the task automatic. Players roll attacks and defenses against creature difficulty. | Each hero has four action dice, one for each action type (Attack, Brace, Compel, Maneuver), with the die size set from d4 to d12 by the relevant attributes. To act, roll the matching die and read it against two thresholds. Against an obstacle, the Guide sets a failure threshold and a struggle threshold. Against a foe, the target's attribute is the failure threshold and its defense is the struggle threshold. Beating the higher number is a Success, beating only the lower is a Struggle that costs something, and beating neither is a Failure. Attacks deal damage equal to the roll minus the target's Guard and Armor, so one roll settles both the hit and its severity. |
| Dice | d20 | d4–d12 |
| Complexity | Medium | High |
| Availability | Free quickstart | Free core rules |
| Runnability | 5 of 5 book tools | 3 of 5 book tools |
| License | Proprietary | All Rights Reserved |
| Third-Party Publishing | Noncommercial only — Fan use policy | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Monte Cook Games | Purple People Games |
| Year | 2018 | 2023 |
| Languages | English, Italian, Portuguese | English |
| Best For | Groups who want discovery-focused science fantasy and changing tools for solving unusual problems. It suits campaigns about exploring ancient ruins and deciding how to use their technology. | Groups settling in for a multi-session campaign who want combat built on resource trade-offs, spellcasters that each play differently, and a Guide comfortable improvising rulings. The island-hopping rescue-and-rebuild structure rewards tables that enjoy both tactical fights and settlement-scale stakes. |
| Highlights | Single-use cyphers give every character temporary powers that can change their approach to an obstacle. Discoveries earn experience points, giving characters a reason to explore beyond combat. Combining a character type with a descriptor and focus supports distinct mechanical specialties. | Each of the four defenses both resists incoming actions and doubles as the resource a hero spends to power abilities, so every turn weighs guarding against acting. A hero rolls a different die size for each of the four action types, so strengths and weaknesses live in which die they pick up rather than in numeric modifiers. Invoking an Ideal after a roll spends Spirit for an advantage die the Guide sizes to how dramatic the moment is, linking vivid roleplay to a mechanical boost. |
| Considerations | Effort draws from the same stat Pools that absorb damage, so increasing the chance of success can reduce a character's resilience. GM intrusions let the GM add complications to successful actions, so players need to be comfortable with negotiated setbacks. The Ninth World's unexplained technology leaves many answers for the GM to invent. | The three spellcasting callings each run a separate resource economy, creating a real skill gap between players who take a magical calling and those who do not. The Shinarian origin locks Agility at 0, which bars the Wanderer calling and leaves those heroes unable to evade, outflank, or hide effectively. Sizing invoked Ideal dice, setting challenge thresholds, and reading the Dreamshape table all rest on Guide judgment rather than fixed numbers, which favors improvisational Guides over those who want firm procedures. |