Rules reference
Advancement in Draw Steel
How progression works and how to track it. Draw Steel is a heroic tactical RPG by MCDM Productions that uses a 2d10 Power Roll system with tier-based results. Characters are defined by their ancestry, culture, career, class, and kit. The game emphasizes cinematic combat, meaningful character choices, and a world where heroes stand against overwhelming darkness.
Key points
Advancement is about tracking change over time and keeping it transparent to the table.
Copyable facts
- 2d10 Power Roll with 3 tiers: Tier 1 (≤11), Tier 2 (12–16), Tier 3 (17+)
- 9 classes: Censor, Conduit, Elementalist, Fury, Null, Shadow, Tactician, Talent, Troubadour
- 12 ancestries: Devil, Dragon Knight, Dwarf, Elf, Hakaan, Human, and more
- 5 characteristics: Might, Agility, Reason, Intuition, Presence
- Edge & bane system: Each edge adds +2, each bane subtracts -2
- Kit system: Equipment loadouts that define your combat style
Advancement workflow
- Record XP gains (and why) after each session.
- Spend XP intentionally toward concept.
- Keep history so changes are auditable.
Examples
Example: Avoid XP drift
Record XP gains/spends right after sessions and keep a short history so the table can audit decisions later.
Example: Buy toward concept
Spend to reinforce what you want to do in scenes, not to chase every niche option.
Common mistakes (smallest fix)
- Mistake: XP drift (nobody remembers what changed). Fix: Record gains/spends right after sessions and keep a short history.
- Mistake: Buying upgrades that don’t show up in play. Fix: Spend toward your concept and the scenes you actually get.
Draw Steel FAQ
How do Power Rolls work in Draw Steel?
What are edges and banes in Draw Steel?
What are the classes in Draw Steel?
How does culture work in Draw Steel?