Shadowrun vs Twilight Sword
Compare Shadowrun and Twilight Sword side by side. See differences in complexity, dice, genre, cost, and more.
| Shadowrun | Twilight Sword | |
|---|---|---|
| Genre | Cyberpunk, Fantasy | Fantasy |
| Play Style | Crunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban Fantasy | JRPG, Heroic, Beginner-Friendly, Theater of the Mind, Inventory Management, Journey, Random Tables |
| 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 d12 against one of eight Abilities and score equal to or under it to succeed, so low rolls are good. A 1 is always a critical success and a 12 always a critical failure, whatever the Ability score. Modifiers shift the target by up to 3 in either direction. Advantage rolls 2d12 and keeps the lower result, while Disadvantage keeps the higher. |
| Dice | d6 dice pool | d12 |
| Complexity | Very High | Medium |
| Accessibility | High | Medium |
| Runnability | Very High | Very High |
| License | No open license | Proprietary (third-party license pending) |
| Cost | $$$ | $$ |
| Publisher | Catalyst Game Labs | Two Little Mice / Free League Publishing |
| Year | 2019 | 2026 |
| Best For | Groups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat. | Groups who want the feel of JRPG and adventure video games at the table, with a core roll simple enough to teach newcomers. The low-lethality tone suits family or mixed-experience tables running long campaigns of travel and monster hunting. |
| 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. | Eight elements form a cycle where each beats the next, so picking an element against a monster's affinity is a puzzle rather than a flat damage bonus. A monster's Threat rating sets both how many the party should face and how many turns it takes each round, letting one number carry encounter balance and battlefield pacing. Advancement runs off a shared Hope track earned by completing deeds, tying character growth to how much of the world the party has restored. |
| 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. | Defeated Champions are knocked out rather than killed, and permanent death exists only as an optional rule the table must agree to before play begins. Cooking and brewing each require assembling a dice pool from gathered ingredients and reading it against a tiered effect table, a separate procedure from core resolution. Combat positioning uses four abstract ranges rather than measured distances, and the optional battle-map conversion is a short note rather than a developed ruleset. |