If you’ve been following the tabletop RPG world lately, you know things are changing. Fast. MCDM Productions, led by Matt Colville, isn't just making another clone of the world's most popular roleplaying game. They're building something different. It’s called Draw Steel. And honestly? The Draw Steel character sheet is probably the first thing that will make you realize this isn't just "fantasy math as usual." It looks different because the game is different.
Forget everything you know about six ability scores ranging from 3 to 18. That’s gone. If you go looking for a Strength or Charisma score on a Draw Steel character sheet, you’re going to be looking for a long time. Instead, the game uses five core stats: Might, Agility, Reason, Intuition, and Presence. It feels more intuitive. If you want to smash a door, you use Might. If you want to talk your way out of a dungeon, you use Presence. It's clean.
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What Actually Matters on a Draw Steel Character Sheet
The first time you see the layout, you’ll notice how much space is dedicated to "Heroic Resources." In many games, you start at your strongest and slowly whittle away your resources until you're useless. Draw Steel flips the script. You build momentum.
Victories, or "Victories" as the game often styles them, represent your character's progression within a single encounter. But the real meat is in the actions. Your Draw Steel character sheet isn't just a list of numbers; it's a menu of cool things you can do. Most of these don't require a "to-hit" roll in the traditional sense. You just do them. Then, the target might try to resist or the effect just happens based on the power level of the ability.
Stamina and Stability
You won't find "Hit Points" here. Well, you'll find Stamina. It functions similarly, but the way you interact with it is tied heavily to the recovery system. Then there's Stability. This is a big one. It tracks how well you're keeping your feet and your wits during a chaotic brawl. If your Stability drops too low, you’re not just hurt—you’re vulnerable. You might get pushed around the map or lose your balance, which in a tactical game like this, is a death sentence.
The sheet also tracks your "Recovery." This isn't just a short rest mechanic. It’s a resource you spend to stay in the fight. If you’ve played tactical combat games before, you might recognize some of these DNA strands, but the execution here is specifically tuned for high-octane cinematic moments.
Building Your Hero Without the Spreadsheet Headache
Character creation in Draw Steel is a "kit" and "class" system. It’s modular. You pick a Class—like the Tactician, the Conduit, or the Shadow—and then you layer on a Career and a Kit. Your Draw Steel character sheet acts as the glue for these three components.
The Career gives you your "out of combat" utility. It tells the world who you were before you started kicking down doors. Maybe you were a laborer, or a scholar, or a criminal. This gives you your "Negotiation" skills and languages. It’s where the roleplay lives. The Kit, on the other hand, is your loadout. Do you use a heavy shield and a cloak? Or are you dual-wielding daggers while wearing light leather? Your Kit defines your speed, your defense, and your bonus damage.
Power Levels and Tiers
One thing that catches people off guard is that Draw Steel doesn't really do "level 1 weaklings." You start as a hero. Period. On your sheet, you’ll see slots for your Tier 1 abilities. As the game progresses, you don't just get bigger numbers; you get more complex options.
The math stays relatively flat. You aren't adding +15 to a roll by the end of the campaign. This keeps the game fast. You spend less time doing long-form addition and more time deciding whether to shove an Orc into a pit or use your "Heroic Move" to teleport across the battlefield.
The Tactical Map Integration
You can't talk about the Draw Steel character sheet without talking about the grid. This game loves a map. Your sheet will have a specific section for your "Speed" and "Reach."
Movement is a primary currency. Because Draw Steel uses a "no-roll-to-hit" philosophy for many powers, positioning becomes the most important variable. If you're standing in the wrong spot, you’re not just taking a penalty; you’re literally out of the play. Your sheet helps you track "Victories," which you spend to trigger your most powerful, tide-turning abilities. It’s a build-up. You start the fight, you do some basic moves, you gain Victories, and then—boom. You unleash the big stuff.
Why the Design Choices Are Controversial (But Smart)
Some old-school players hate the new sheet. They miss the d20 vs. Armor Class struggle. Honestly, I get it. There's a certain dopamine hit to rolling a natural 20. But Draw Steel moves that excitement to the effect of the power rather than the success of the attempt.
The sheet reflects this by prioritizing "Impact" and "Area of Effect." When you look at your character sheet, you are looking at a tactical interface. It feels more like a modern board game or a tight skirmish game than a 1970s simulation.
- Might: Physical power and brute force.
- Agility: Coordination and speed.
- Reason: Logic and lore.
- Intuition: Perception and "gut" feelings.
- Presence: Force of personality and leadership.
These five stats determine your bonuses. You’ll usually roll 2d10 plus the relevant stat. It creates a "bell curve" of results, meaning you’re more likely to get a middling result than a catastrophic failure or a wild success. This makes the game predictable in a way that rewards strategy over raw luck.
Managing Your Gear and Treasure
Don't expect a massive list of 50 different items on your Draw Steel character sheet. The game isn't about tracking every individual torch or 10-foot pole. It uses a "Wealth" system or abstract gear tracking for the boring stuff.
What it does track are your Magic Items and specialized equipment. These are impactful. If you have a magic sword, it’s not just a +1 bonus. It likely changes how one of your core abilities functions. The sheet has dedicated "slots" for these because the designers don't want you forgetting your cool toys in the middle of a session.
Final Steps for Your Next Session
If you’re sitting down to play for the first time, don't fill out the whole sheet at once. Start with your Class and your Kit.
The best way to handle the Draw Steel character sheet is to treat it as a living document. Use a pencil. You'll be erasing and updating your Stamina and Victories constantly.
- Download the latest playtest version: MCDM updates the files frequently. Make sure your sheet matches the current "Backer Packet" if you're part of the crowdfunded group.
- Focus on your "Signature Move": Every class has one. Write it in a place on the sheet where you can see it easily. This is your "bread and butter" action.
- Coordinate with the party: Since Draw Steel is highly tactical, look at your friends' sheets. If you have a "Conduit" who can heal or buff, you need to know where you need to stand to benefit from their abilities.
- Embrace the "Director" role: If you're running the game, ensure your players understand the "Stability" track. It's the most common thing new players forget to update, and it's the most common way for a "tough" character to actually die.
The game is still evolving, but the core philosophy is set in stone. It’s about being a hero, making big moves, and not letting a bad dice roll ruin a cool idea. Your character sheet is the tool that lets you do that. It’s less about "Can I do this?" and more about "How much damage do I do when I do this?" And honestly, that's a refreshing change of pace for the hobby.
Check your "Heroic Resources" section frequently during play. Most players leave Victories on the table because they’re "saving them for later." In Draw Steel, "later" might be too late. Use your powers, spend your resources, and fill that sheet with the marks of a battle well-fought.