r/drawsteel•
ByeByezantium

Draw Steel Impressions 4 sessions in.

Discussion

Hello,
I just wanted share something I've felt an experienced so far since converting my play group from 5e.

  1. 3/4 players have commented that enjoy combat more. They acknowledge that combat is longer for them (despite fewer rounds) but appreciate how they feel they can jump into peoples turns for greater teamwork during play. Also, they feel cooler stuff tends to happen.

  2. Running combat (especially on the spot) has been dramatically more fun. I still feel the need to reskin monsters (I had wardogs act like spirits with acid bombs in them) to fit the adventure settings my players run into, but so far trusting the formulas in the book for combat creation has paid off in ways CR never did. Each fight has felt dramatic and having multiple types of themed enemies grouped right next to each other in the book has meant I spend less time looking for monsters and more time planning what environmental hazards I can add to the map.

  3. Wealth has been a bit more of a mis than a hit.
    3a. My players value getting money but don't feel like they have things to spend it on. The detailed nature of the down time rules but the non-fungible nature of magic items has created minor system conflicts and conflicts of expectation.
    3b. I feel constrained to give money as a reward. A whole wealth level jump represents a significant boost in status inappropriate as common reward. Ultimately, its look like victories/experience will be the generic filler reward.

  4. Fame has yet to impact the game much, but one of my players enjoys being more famous than the other players. It is too early to evaluate.

  5. Montages: I need more experience to bring out their full potential but they definitely add a cinematic element to quests (such as fleeing fish people driving chariots in a cult town). I'm excited to experiment more and add interruptions to the montage, such as a negotiation or combat or group reaction challenge.

  6. Negotiation: A+. In DND, handling npc negotiations gave me social anxiety. Because of its concise rules, I no longer get social anxiety. If I ever go back to 5e, this mechanic is coming with me.

  7. Last notes. We are still level one. I have given out one treasure (homebrew), 5 tier 1 consumables, 3 trinkets . The players have won 8 victories so far and taken one respite and two days of down time. They have gotten one title (favor owed) and a player rejected the familiar perk so the familiar could be reunited with its former master. I welcome any and all comments to this post.

Posted Dec 7, 2025, 10:50 PM UTC

10936
Loading comments…