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Symbaroum vs Wyld

Compare Symbaroum and Wyld side by side. See differences in complexity, dice, genre, and more.

SymbaroumWyld
GenreFantasy, HorrorFantasy
TagsDark Fantasy, Player-Only Rolls, Corruption, Exploration, Roll to Cast, Classless, Character Building, Tactical, Gritty, Lore-HeavyRules-Light, Classless, Dark Fantasy, One-Shot Friendly, Roll to Cast, Inventory Management, CC-Licensed Rules
Core MechanicRoll a d20 and try to land equal to or under one of eight Attributes: Accurate, Cunning, Discreet, Persuasive, Quick, Resolute, Strong, and Vigilant. Opposed tests adjust that Attribute by 10 minus the opponent's relevant value, so a weak foe grants a bonus and a strong one imposes a penalty. Only players roll dice, so an enemy attack becomes a player Defense test and NPC stats appear as fixed modifiers on the player's roll.Roll 2d6 plus the relevant ability point (Strength, Dexterity, Intelligence, or Empathy, each rated 0–4) for any risky action: 10+ is a Success, 7–9 a Partial Success that lands with a complication, 6 or less a Failure. Double 6 is a Critical Success that grants the player a Fortune Point (spendable to boost any later roll, max 3); double 1 is a Critical Failure that hands the GM a Misfortune Point (spendable for out-of-turn foe actions, max 5). Physical attacks bypass the test: the attacker rolls the weapon's damage die, adds STR (melee) or DEX (ranged), subtracts the target's Armour Protection, and applies the remainder to Hit Points. Spellcasting reuses the 2d6 test against INT (Primordial utility) or EMP (Elemental damage), with a partial success triggering a d20 Wyld Flare table for unintended magical chaos.
Diced202d6
ComplexityMediumLow
AvailabilityFree quickstartFree core rules
Runnability5 of 5 book tools4 of 5 book tools
LicenseSymbaroum Third-Party Tabletop Module License (version 1.0)CC BY 4.0
Third-Party PublishingCommercial publishing allowed — Free League Free Tabletop LicenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherFree League PublishingQuest Giver Games
Year20152026
LanguagesEnglish, Swedish, French, German, Italian, Spanish, PortugueseEnglish
Best ForGroups who want long-form dark fantasy expeditions into ancient ruins, where magic, cursed relics, and the darkest parts of the forest put each character's soul at risk of permanent taint.Small groups who want a short, classless fantasy zine for anthropomorphic animal-folk in a pastoral world that gradually darkens: built for the tonal slide from cozy Wyld Folk daily life into encounters with corrupted Ravenous, Carrion undead, and ascending Mythics.
HighlightsCorruption turns casting and cursed relics into a gamble: temporary taint that pushes total Corruption to half a character's Resolute leaves permanent Corruption and a Stigma, a step toward becoming an abomination. Witchsight reads the colored Shadow of a creature, place, or object to expose corruption and deceit, at a temporary Corruption cost per attempt that rises with the ability's tier. Only players roll dice, turning every exchange into player attack, Defense, damage, and Armor rolls against fixed NPC values.Weapons strike without a roll: physical attacks resolve as damage die plus STR or DEX minus Armour Protection, removing the to-hit layer that slows similar 2d6 systems and reserving the test mechanic for risky non-attack actions, spellcasting, and contests. Magic splits into Elemental spells (EMP: damage with element-specific riders such as Air pushing the target, Earth knocking them prone, Fire bypassing armour, Light blinding, Dark dropping Strength) and Primordial spells (INT: non-damage utility from 25 paired opposites like Repel/Attract, Heat/Cool, Shrink/Grow, Slick/Friction), with a partial success on either rolling on a d20 Wyld Flare table for chaotic side-effects instead of a wasted turn. Hitting exactly 0 HP triggers the Scars table: rather than wound penalties, every entry pairs a permanent cosmetic mark (a limp, coloured-vein blood poisoning, lingering green spots, an inner-child episode) with a chance to raise an ability score or add to maximum HP, so near-death consistently bends toward leaving the Wyld Folk marked and more capable.
ConsiderationsMystic play carries steady bookkeeping: Corruption costs for learning and casting vary by tradition and tier, and temporary and permanent totals must be tracked against the threshold. Each hit passes through several steps (Armor reduction, damage against Toughness, and a Pain Threshold effect when one hit exceeds it), which adds bookkeeping in busy fights. The core book deliberately limits its setting to the region around Davokar; the lands south of the Titans and the broader world receive only brief mention.Combat is one-way damage (attackers roll, defenders don't, with no dodge, parry, or active defensive reaction beyond Armour Protection), so player agency in defense is limited to wearing or removing armour rather than mid-combat maneuvering. The world of Sunder is sketched in broad strokes: its history, factions, geography, and the nature of the encroaching darkness are conveyed across a few paragraphs and bestiary entries, leaving the GM to fill in most lore at the table. Character growth caps at level 10 with a hard ceiling of 4 in any ability score: numerical advancement runs out quickly, with later gains limited to extra Martial Foci or additional spells slotted within those existing caps.