The Last Book vs The Riddle of Steel
Compare The Last Book and The Riddle of Steel side by side. See differences in complexity, dice, genre, and more.
| The Last Book | The Riddle of Steel | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Crunchy, Tactical, Simulation, Character Building, Classless, Deadly, Sword & Sorcery | Tactical, Combat-Heavy, Deadly, Gritty, Simulation, Crunchy, Character-Driven, Freeform Magic, Classless, Lore-Heavy |
| Core Mechanic | 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. | 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 | d100, 2d6 | d10 dice pool |
| Complexity | High | High |
| Availability | Free core rules | Out of print |
| Runnability | 3 of 5 book tools | 4 of 5 book tools |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Not yet researched | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Patrick White | Driftwood Publishing |
| Year | 2026 | 2002 |
| Languages | English | English |
| Best For | 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. | 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 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. | 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 | The 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. | 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. |