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OK.

Granted I have yet to receive my Daggerheart book (Tuesday) so have not given it a read, but other than maybe the forced movement and grid focus, that seems a lot like what Daggerheart is being sold like.
Yeah. the biggest differences I'm seeing talked about are crunch and story/fiction mechanics. If you take 5E as a baseline of 50/50, Daggerheart is 75/25 with a push towards lighter story mechanics and Draw Steel is 25/75 with a push towards heavier combat-focused mechanics.

Some quick examples...

Daggerheart has hope/fear along with success/failure. Draw Steel has fail, succeed at cost, succeed.

Daggerheart has to-hit rolls. Draw Steel does not.

The both have good, robust downtime systems. Daggerheart is lighter with simple clocks, Draw Steel is more crunchy with rolls eating away at a HP bar and events interspersed.

Draw Steel has two pages of rules on forced movement. Daggerheart does not. There are a few abilities that force movement, but it doesn't have its own section in the book.

Draw Steel is explicitly a gridded maps and minis game. Daggerheart uses loose range bands and precise distances are an optional rule.
 

Interesting. So what exactly would I as a prospective buyer be looking at Draw Steel for?
I think people have already done a good job describing the game, but I really am enjoying DaggerHeart, and I am enjoying reading Draw Steel. The difference between the two is that Draw Steel is much crunchier and grid/minis game. I loved 4E, and I think of Draw Steel as developing along those lines. I'd be playing 4E today if it had a robust VTT system available. Draw Steel feels like it's going to have that, but also take some of the advances in game design since 4E came out.

I think you watch Knights of Last Call, so you can go watch two(!!) six hour plus streams on Draw Steel. It's kind of crazy how much effort Derik put into discussing the game. The key is, what kind of game do you like? For a crunchy, tactical game ... I think this is a great choice. If that's not what you want, perhaps go with another system.
 

I think you watch Knights of Last Call, so you can go watch two(!!) six hour plus streams on Draw Steel. It's kind of crazy how much effort Derik put into discussing the game. The key is, what kind of game do you like? For a crunchy, tactical game ... I think this is a great choice. If that's not what you want, perhaps go with another system.

Not to be pedantic, but more as a warning to others... Derik's second live-stream on Draw Steel was nearly 8 hours.
 

Ok, so I saw both eps of the Delian Tomb actual play. A level one fight between 5 PCs vs... 8 (?) minions and 2 (?) captains was close to 2 hours. "?" noted because I'm not positive of the numbers.

And it wasn't like the players didn't know the rules. The GM was the lead designer, 3 players co-designers and two of them were employees who were part of the design process every step of the way.

That combat length is ridiculous excessive even for me.

Like, I think DS will have its fans because well-designed rules-heavy will appeal to some folk (and it does feel well designed, all the parts seem really well integrated with each other) but I struggle to see how a game this fiddly will engage most of the rpg hobby.

I'm glad it exists but beyond this year's release buzz, I don't see it having much traction in the marketplace.
 

Not to be pedantic, but more as a warning to others... Derik's second live-stream on Draw Steel was nearly 8 hours.
Well I was thinking that the six plus included it, but you're correct. You'll learn more about the game than from anywhere else. These streams were so long that I was only able to watch about half of one before finishing my work. I am in a rotation to patch servers that I control every few months, and this is a lot of waiting, so I get to watch videos while waiting for the blue bar to finish up. I wasn't even half done with the first one when I finished the task! So yes, these are a time investment. And I also agree with your points that this may be too much crunch for a lot of people, but I'm still going to give it a go and attempt to prove that wrong.
 

Yeah. the biggest differences I'm seeing talked about are crunch and story/fiction mechanics. If you take 5E as a baseline of 50/50, Daggerheart is 75/25 with a push towards lighter story mechanics and Draw Steel is 25/75 with a push towards heavier combat-focused mechanics.
I would actually contest it might be opposite. The daggerheart combat mechanics seem to me straight out baroque when compared with draw steel. In daggerheart we have lots of dices of all types, 4 currencies to balance and a weapons table that almost make T&T blush. The out of combat "mechanics" of daggerheart seem to reduce to "please spend fate to do mean things you have to come up with yourself".

Meanwhile draw steel have cut down to one roll per turn (not counting triggers), that is always 2d10 - minions being even more simplified. There are still 3 currencies, but one trivially feeds to another. On the other hand we get hard rules for negotiation and crafting. The downtime system also is much more fleshed out to the point that I get Ars Magica vibes.
 
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