# Daggerheart vs Draw Steel vs Cosmere RPG: Which New Fantasy TTRPG Fits Your Table?

Published: 2026-07-06
Updated: 2026-07-06

Compare three new fantasy TTRPGs by mechanics, character builds, combat, setting, and learning curve to find your table fit.

## Article

If I had to give the short answer first: pick [Daggerheart](https://www.daggerheart.com/) for story-first play, [Draw Steel](https://www.mcdmproductions.com/) for grid combat, and [Cosmere RPG](https://www.cosmererpg.com/) for Brandon Sanderson fans.

I’m comparing these 3 fantasy RPGs across 5 points: core dice, character building, combat style, setting, and learning curve. The split is simple: Daggerheart leans toward shared story, Draw Steel leans toward map-based fights, and Cosmere RPG leans toward lore and a familiar d20 frame.

Here’s the fast breakdown:

- Daggerheart: uses 2d12, card-based abilities, and a story-led flow with Hope and Fear

- Draw Steel: uses 2d10, class builds with perks, and combat built around positioning

- Cosmere RPG: uses d20 + d6, talent-tree paths, and rules tied closely to [Roshar](https://en.wikipedia.org/wiki/The_Stormlight_Archive) and [Scadrial](https://coppermind.net/wiki/Scadrial)

- Of the three, 2 are marked with a high learning curve: Draw Steel and Cosmere RPG

- If your group hates long setup, Daggerheart looks like the easiest fit of the three

 
 

Daggerheart vs Draw Steel vs Cosmere RPG: TTRPG Comparison Chart

## [Daggerheart](https://www.daggerheart.com/) VS [Draw Steel](https://www.mcdmproductions.com/) VS my sanity

## Quick Comparison

Game
Core Dice
Character Builds
Combat Style
Setting
Learning Curve

Daggerheart
2d12
Card-based loadouts
Narrative-first
Flexible fantasy
Medium

Draw Steel
2d10
Classes + perks
Tactical, grid-based
High fantasy
High

Cosmere RPG
d20 + d6
Path talent trees
3-action turns
Cosmere lore
High

What this means for you is pretty direct: story, tactics, and setting buy-in matter more than hype. If I were choosing for a table, I’d start there.

## How This Comparison Is Structured

This comparison uses five table-level factors to help you judge fit: core mechanics, character builds, combat, setting, and learning curve. Each one speaks to a different play style, so the best choice comes down to what your group wants most at the table. Here’s the side-by-side view.

### The 5 Criteria: Mechanics, Character Builds, Combat, Setting, and Learning Curve

The five criteria are: core resolution system, character options and progression, combat style, setting appeal, and learning curve for players and GMs.

### Side-by-Side Comparison Table

Feature
Daggerheart
Draw Steel
Cosmere RPG

Core Dice
2d12 (Hope & Fear) 
2d10 
d20 + d6 (Plot Die) 

Character Builds
Card-based Loadouts 
[Class-based](/category/class-based) with Perks 
Path Talent Trees 

Combat Style
Narrative-first 
Tactical / Grid-based 
3-Action Economy; Fast/Slow turns 

Setting Appeal
Flexible; 6 Campaign Frames 
Generic high fantasy (Orden) 
Lore-heavy; Roshar & Scadrial 

Learning Curve
Medium 
High 
High 

Campaign Tone
Heroic, emotional, collaborative 
Cinematic, high-action 
Epic fantasy, hard magic, lore-rich 

One small but fun detail stands out with Cosmere RPG: its turns are built to last about 10 seconds each, which nods to the "10 heartbeats" needed to summon a Shardblade in Stormlight Archive lore. If your group cares a lot about immersion, that kind of tie between rules and setting can go a long way.

## Each Game at a Glance

The table showed the differences; these snapshots show how each game actually plays.

### Daggerheart: Story-Driven Fantasy With Hope and Fear

Daggerheart is the most [narrative-driven](/category/narrative-driven) of the three. Every roll is meant to move the story, not stall it out. Hope helps the party push ahead, while Fear hands the GM a built-in twist. So even when a roll goes badly, something still happens.

Character options are handled through physical cards, which makes it easy to see what you can do without digging through a rulebook. Instead of using a skill list, Daggerheart uses Experiences - short narrative tags like "Gambler" or "Historian" that players define for themselves. That keeps a character’s identity tied more to the story than to a stack of numbers.

As Mollie Russell notes, Daggerheart favors storytellers and freeform play.

The Spotlight system replaces standard initiative. The group decides who acts next, and that continues until a Fear roll gives control back to the GM. The result is a scene flow that feels more loose, shared, and less locked into a strict turn order.

Draw Steel heads the other way. It leans less on narrative improvisation and more on tight battlefield control.

### Draw Steel: Heroic Fantasy With [Tactical Combat](/category/tactical-combat)

Draw Steel is built around battlefield choices and tactical planning. That’s the clearest thing that sets it apart from the other two games. Its Power Roll uses 2d10, which creates a bell-curve spread. In plain English, results feel steadier than a d20, and that supports grid-based play.

This is a heavier game, and big map-driven encounters sit at the center of it. Its conditions system adds pressure in the middle of combat. Mechanics like Bleeding force tough calls: take damage and keep acting at full strength, or play it safer.

"Draw Steel felt less painful and more polished... the payoff... is that all that crunch comes out as flashy, heroic moves that players (and sometimes enemies) can do." - Order of Eris 

Cosmere RPG moves away from pure tactics and toward a more familiar rules frame tied to one specific setting.

### [Cosmere RPG](https://www.cosmererpg.com/): Lore-Heavy Fantasy for Sanderson Fans

Cosmere RPG is the most lore-driven of the three. Its mechanics are closely tied to Sanderson's canon, and its deep talent-tree progression gives character building real weight.

That makes it a stronger fit for readers who already know the Cosmere, because setting knowledge matters almost as much as rules knowledge. The lore isn’t just background flavor. It’s part of the game’s core appeal. The learning curve comes from both the rules and the setting, which makes it a fit for tables that want familiar d20 play wrapped in heavy lore.

## Which Game Is Right for Your Table

Once you look at how these games work, the choice gets a lot easier. It mostly comes down to how your table likes to play.

### Best for Story-First and Roleplay-Heavy Groups

Pick Daggerheart if your group cares most about shared story, character moments, and scene-to-scene flow. Its Hope and Fear mechanics help keep things moving, even when the dice go against you.

Cosmere RPG is the better second option for roleplay-heavy groups that also want social play and exploration to have more weight in the rules.

If your group leans toward loose, narrative-led scenes, Draw Steel may feel too rigid.

### Best for Tactical Combat and Build-Focused Players

This is where the answer shifts fast. If your table loves planning, positioning, and deep character builds, Draw Steel stands out.

It’s the clear pick for tactical combat and build-heavy play. Deep character creation is part of the appeal for players who enjoy mapping out builds in detail. Its combat rules also keep every roll active and reward smart decisions on the grid.

Cosmere RPG gives players some room to build, but it’s less crunch-heavy than Draw Steel.

### Best for Sanderson Fans, New Campaigns, and Mixed Groups

For mixed groups, the simplest way to decide is to look at two things: setting loyalty and rules comfort.

Your Group
Best Pick
Why

Brandon Sanderson readers
Cosmere RPG
Lore mechanics like Shardblades and Radiant Paths reward setting knowledge

Story-first, mixed experience
Daggerheart
Card-based abilities reduce rules lookup and keep setup moving

Tactical veterans and grid-combat fans
Draw Steel
Combat that requires a grid, with forced movement, synergy, and escalating heroic power

D&D players wanting something new
Cosmere RPG
Familiar d20 base with modern Path progression and a Plot Die for narrative stakes

Groups that hate long character creation
Daggerheart
Domain cards keep choices visible and fast

For tables with mixed experience levels, Daggerheart has a practical edge. Its physical card interface lets players keep their abilities right in front of them instead of flipping through a rulebook in the middle of a session. That small thing can make play feel much smoother.

Cosmere RPG can also work well for mixed groups, especially when a d20 base feels familiar.

For Sanderson fans, Cosmere RPG is the clearest match because the rules are built around the setting.

## Conclusion: The Short Answer for Most Tables

Three games, three pretty clear fits. Daggerheart works best for narrative tables, Draw Steel fits tactical tables, and Cosmere RPG is the obvious pick for Sanderson fans.

Use the table above to line up your group’s preferred mix of narrative flow, tactical combat, and setting buy-in. The right choice comes down to mechanics, character builds, combat, setting, and how steep a learning curve your group wants to deal with.

If your table wants story first, go with Daggerheart. If your group loves grid-based combat, pick Draw Steel. If your players care most about Sanderson lore, Cosmere RPG makes the most sense.

That fit - not the hype - should decide the game.

## FAQs

### Which game is easiest for first-time players and GMs?

Daggerheart is the easiest pick for first-time players and GMs. Its setup feels welcoming right away, and the quick-start adventure doesn’t expect you to know the ropes. The rules are easy to get into, but they still feel familiar enough that play clicks fast. On top of that, GMs get solid support for running encounters and guiding shared storytelling without feeling lost.

Draw Steel asks more from you up front. It comes with a steeper learning curve, more rules and terms to learn, and more combat tracking from the very beginning.

### Do I need to know Brandon Sanderson’s books to enjoy Cosmere RPG?

No. You don’t need to know Brandon Sanderson’s books to enjoy the Cosmere RPG.

It works as a standalone tabletop game, so players can jump into the system and rules without any prior knowledge of the source material.

Knowing the setting may change how you read the world and its lore, but it isn’t required.

### Which game works best for short campaigns or one-shots?

All three can handle one-shots, but none is built with short, standalone play as its main focus.

Daggerheart leans more toward long-form, shared storytelling. Draw Steel points more toward tactical sessions built around heavy encounters. And the Cosmere RPG follows a more standard d20-style path with campaign progression at its core.

That said, you can use any of them for a one-shot or a short campaign. They’ll work. They just don’t slip into that format as easily as a rules-light game.

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All three can handle one-shots, but none is built with short, standalone play as its main focus.

 

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