17 December 2025

New Dungeons & Dragons Alternative Has a Clear Target

By newsgame


For years now, most “Dungeons & Dragons alternatives” have sold themselves on tone, setting, or accessibility. Some promise darker fantasy. Others pitch themselves as simpler, faster, or more narrative-forward. Draw Steel, MCDM Productions’ tabletop RPG that launched this year, is doing something far more specific—and far more deliberate. It is aiming directly at tactical players who love combat as a system to be explored, not merely endured between story beats.

At a glance, Draw Steel treads familiar territory. It’s heroic high fantasy. It uses grids. It has classes, ancestries, abilities, and monsters that feel adjacent to Dungeons & Dragons, Daggerheart, or Pathfinder. But once play begins, it becomes immediately clear that this is not simply a remix of 5E. Draw Steel is built around a fundamentally different philosophy of combat pacing, player agency, and encounter design. Most of all, it knows exactly who that philosophy is for.

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Draw Steel Reverses Dungeons & Dragons’ Resource Economy on Purpose

Draw Steel the MCDM rpg

Combat resources in Dungeons & Dragons are front-loaded. Players begin the adventuring day at their best: armed with spell slots, rage uses, superiority dice, focus points, or similar mechanics. Over time, those resources are depleted. And after some time, fights can often become less interesting as characters need to fall back on basic attacks.

Draw Steel completely reworks that structure, preventing tabletop DMs from seething at players distracted by their phones. Instead of starting fights with a full toolbelt, characters begin encounters with no combat resources. Instead, they build momentum over time. Both players and monsters generate resources as a fight unfolds, meaning the longer an encounter lasts, the more dramatic and explosive it becomes. Powerful abilities are not something you rush to deploy immediately. They are something you earn by staying engaged in the fight.

Sample Page Draw Steel - Tactician

Draw Steel Keeps the Long Haul Interesting

This design choice solves a common tactical problem almost by accident. In Draw Steel, long combats don’t stagnate. They escalate. Players are encouraged to remain active, position carefully, and coordinate with party members, because every round increases the potential impact of what comes next. This causes a unique layer of day-long pacing at work:

  • Successful fights or critical role-playing moments earn the party Victory points. Victories allow players to begin later encounters with additional resources, based on how many fights or challenging scenarios they’ve survived throughout the in-game day.
  • As the day progresses, Victories ramp up. However, hit points (Stamina) steadily dwindle.
  • Draw Steel creates a risk-reward tension where heroes become deadlier but more fragile, pushing groups to press their luck.
The Summoner - Draw Steel

No Missed Turns, No Dead Air

In Draw Steel, attacks do not miss. There is no equivalent of swinging a sword, rolling poorly, and twiddling your thumbs until the next turn. Every attack deals at least some damage, with stronger outcomes scaling based on the roll. Likewise, the system avoids incapacitating tabletop/Dungeons & Dragons combat conditions like stuns almost entirely. Turns are not skipped. So, players are always participating.

Shadow Elves - Draw Steel

The frustration of losing a turn to bad luck, a common complaint in d20 systems, is intentionally engineered out of the experience. Instead of binary success or failure, Draw Steel uses a three-tier resolution system. Most checks and attacks are resolved by rolling 2d10 + modifiers, with outcomes broken down as follows:

Tier

Roll

Consequence

Tier 1

11 or lower

An attack might deal little damage. For ability checks or roleplay, this roll results in failure with a potential negative consequence.

Tier 2

12 to 16

An average roll. You attack competently and succeed at the task at hand, though complete success may depend on difficulty and the discretion of the Director (Draw Steel’s version of Dungeon Master).

Tier 3

17+

The best result on a die roll. An attack may result in high damage or a lasting effect, while roleplay might yield some extra benefits.

Building a Character in Draw Steal May Be Easier Than in Dungeons & Dragons

Draw Steel - The Fall of Blackbottom

One of Draw Steel’s most controversial choices (for some players, at least) is how little room there is for what we know as build optimization in D&D. It is extremely difficult to make a “bad” character. Key stats are locked in at baseline values, there is no equivalent to dump stats, and class frameworks prevent major missteps.

Sample Page Draw Steel - Revenants

If you love squeezing power out of obscure feat chains, multiclassing, and hyper-specific synergies, Draw Steel may feel restrictive. The game is not interested in rewarding clever math during character creation. Instead, it shifts the optimization challenge into play itself. The real ceiling is how well players coordinate abilities, manage positioning, and adapt to evolving encounters under pressure. Success is less about what you build on paper and more about how you perform as a unit once the dice start rolling.

A Different Take on Classes

The rules are relatively concise, abilities are less wordy, and classes are built with comparable levels of complexity. An average Draw Steel character is more involved than a D&D 5e Fighter, but nowhere near as intricate as a high-level Wizard. Importantly, the complexity curve is narrow. This creates a consistent tactical experience across the table, where everyone is expected to engage with the system rather than letting one or two players carry the mechanical weight.

Draw Steel - The Summoner

Tactical Depth Beyond Combat

Despite its clear combat focus, Draw Steel doesn’t abandon TTRPG structure outside of battle. It includes defined systems for crafting, negotiation, downtime activities, and montage tests—its take on structured skill challenges in D&D. These mechanics are designed to give non-combat skills mechanical weight without overshadowing the game’s tactical core.

Character backgrounds, complications, and careers also stand out. Draw Steel puts real effort into justifying how tabletop heroes can come from walks of life not traditionally associated with adventuring. Aristocrats, artisans, and beggars are given inciting incidents and guiding questions that make their journeys feel intentional rather than incidental.

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Draw Steel Knows Exactly Who It’s For

Draw Steel - Codex

With its successful expansion funding already exceeding expectations, Draw Steel has proven that there is a sizable audience hungry for a more deliberate, encounter-focused RPG. It offers a clear alternative for players who love tactical combat, dislike dead turns, and want encounters that grow more exciting the longer they last. Draw Steel doesn’t ask what D&D should be. It asks what tactical players wish combat already was, and then builds a system around that answer.

dungeons-and-dragons-series-game-tabletop-franchise

Franchise

Dungeons & Dragons

Original Release Date

1974

Designer

E. Gary Gygax, Dave Arneson