Shadowrun vs The Riddle of Steel
Compare Shadowrun and The Riddle of Steel side by side. See differences in complexity, dice, genre, cost, and more.
| Shadowrun | The Riddle of Steel | |
|---|---|---|
| Genre | Cyberpunk, Fantasy | Fantasy |
| Tags | Crunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy | Tactical, Combat-Heavy, Deadly, Gritty, Simulation, Crunchy, Character-Driven, Freeform Magic, Classless, Lore-Heavy |
| Core Mechanic | Roll a pool of d6s equal to attribute + skill, counting 5s and 6s as hits. Meet or exceed a threshold to succeed. Situational advantages generate Edge points rather than modifying dice pools directly; Edge is spent on tactical effects like rerolling dice, adding successes, or imposing penalties on opponents. | Roll a pool of d10s against a Target Number. Each die that meets or beats it is a success. Skill Tests roll an attribute's dice against the Skill Rating, where lower is better. Melee draws dice from a Combat Pool (Reflex plus Proficiency) that must cover attack and defense across a round's two exchanges. Spiritual Attributes add dice when a roll serves their stated focus. |
| Dice | d6 dice pool | d10 dice pool |
| Complexity | Very High | High |
| Accessibility | High | Very Low |
| Runnability | Very High | High |
| License | No open license | All Rights Reserved |
| Third-Party Publishing | Not yet researched | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$$ | Unavailable |
| Publisher | Catalyst Game Labs | Driftwood Publishing |
| Year | 2019 | 2002 |
| Languages | English, German, French, Italian | English |
| Best For | Groups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat. | Groups who want deadly, historically grounded melee decided by how fighters split their dice. It suits campaigns the Seneschal builds around each character's passions, drives, and destinies. |
| Highlights | The setting fuses megacorporate intrigue with magic and metahuman races, so a single team mixes street samurai, mages, and deckers. Distinct subsystems model Matrix hacking, spellcasting, drone rigging, and astral space, each carrying its own rules depth. The Edge economy converts situational advantages into a spendable resource for rerolls, extra hits, or penalties on opponents. | Secret red-or-white die declarations and Combat Pool splits make each exchange a contest of reading the opponent. Points earned by acting on Spiritual Attributes add dice in play and also pay for advancement, rewarding characters who pursue their convictions. Sorcerers build spells on the fly from nine Vagaries, and each casting risks months of aging. |
| Considerations | Matrix hacking runs on its own timescale and can leave non-decker players idle during a run. Character creation spreads across attributes, skills, magic or resonance, gear, and lifestyle, making the first build long. Dice pools grow large at high skill, so counting hits on a fistful of d6s slows resolution. | There are no hit points, and one solid hit can kill a character outright. Sorcery is deliberately unbalanced against fighters, leaving the Seneschal to rein in sorcerer characters. Mass combat gets only an abstract contested Strategy roll, with no dedicated procedures for naval battles or sieges. |