Draw Steel
1st EditionBest For
Groups who want heroic fantasy campaigns with coordinated grid combat and extensive character customization.
Core Mechanic
Roll 2d10 plus a characteristic modifier for a power roll: 11 or less gives tier 1, 12–16 gives tier 2, and 17 or more gives tier 3. Edges and banes modify the roll or its tier. Tests and abilities specify results for each tier.
The core roll uses three consistent outcome tiers. Character builds and combat abilities require learning interacting resource and positioning rules. Negotiation and downtime add substantial procedures beyond combat. Victories connect challenge outcomes to combat resources and advancement.
- Free to tryFull core rulesLegally free as an SRD, PDF, or official web rules
- Get it nowAvailable nowFree to download or read online
- ✓IndexFind any rule by page number
- ✓GM guidanceA chapter on how to run the game
- ✓Examples of playRules shown in action at the table
- ✓Quick referenceCheat sheet or summary tables
- ✓Cross-referencesRules point to each other by page
5 of 5 book tools found in the core book
Highlights
Each class builds and spends its own heroic resource during combat, opening stronger abilities as the battle develops. Negotiations track an NPC’s interest and patience, giving arguments and motivations mechanical consequences. Encounter budgets and objectives help Directors build battles with goals beyond defeating every enemy.
Considerations
Combat requires a grid and careful positioning. Each class has its own resource rules to learn and track during battle. Exploration uses tests and cinematic sequences rather than detailed travel supplies or encumbrance.
Third-Party Publishing
Text, mechanics, game rules, proper names, locations, and characters from the listed Heroes and Monsters core books. Art and official logos require separate permission.
Requires the prescribed independent-product notice and no implication of MCDM endorsement.
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