Rules reference
Combat in Draw Steel
Turn flow, actions, and common combat rules. 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
Combat rules matter most when they keep scenes moving. This page focuses on decision points and the system’s core resolution loop.
- 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
This system uses a dice pool approach in RPG Stack’s guides: build a pool from your character traits, roll, count successes, and apply consequences.
- Build your pool from the relevant traits.
- Roll and count successes according to the system’s thresholds.
- Apply consequences and record changes on the sheet.
Instead of “I attack,” state the goal: “I push them back from the door” or “I buy time for the escape.” This makes outcomes clearer.
Once the winner is clear, wrap it. Don’t grind out the last 10% if it doesn’t change the story.
- Mistake: Unclear turns and slow decisions. Fix: State intent, pick one action, resolve fast, and move on.
- Mistake: Grinding after the outcome is obvious. Fix: End scenes early and narrate the final advantage.