Varamu Game systems Tabletop Roleplaying Games

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SAKE (Sorcerers, Adventurers, Kings, and Economics)
Tabletop Roleplaying Games

SAKE (Sorcerers, Adventurers, Kings, and Economics)

High-Fantasy
English
SAKE is a traditional tabletop roleplaying game with a touch of strategy game. It is a crunchy, modular, d20 point-buy game set in an early-modern fantasy world, with detailed systems for domain-building and overseas trading. Description In SAKE, you play the ruler of a domain, a merchant prince, a pirate lord or start as an adventurer with the goal of rising to power. You delve into dungeons, explore pockets of the Otherworld to find treasures, make pacts with fickle gods, study dangerous magic, scheme to assassinate rivals, trade to gather resources and raise an army to fight wars. SAKE is a full point buy system, which means all character development happens by buying skills and abilities using EXP gained from your character's personality traits and events during gameplay. SAKE is designed to take place in an early modern (fantasy) world, with muskets and plate armour, cannons and galleys, rising capitalism and waning feudalism. With magic and gods mixed in. The game's rules support more serious types of campaigns, like balancing between different political interest groups when playing domain ruler, or deciding how far one is ready to go when meddling with gods or magic for power that could save their party and/or domain. SAKE comes with its own world – the Asteanic World – but it is by no means exclusive to it. It can be used to play in other early modern fantasy worlds, or even in Earth's similar historical period. Additional links sake.ee - Official website drivethrurpg.com - Full book

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Pathfinder 2nd Edition (2019)
16 190
Tabletop Roleplaying Games

Pathfinder 2nd Edition (2019)

High-Fantasy
English
Pathfinder 2nd Edition is a tactical, crunchy and highly customizable heroic fantasy roleplaying game system published by Paizo. Originally released in 2019 as the evolution of the Pathfinder system (which grew out of the D&D 3.5 system, as a reaction to the release of the simplified and more video game-like D&D 4E). The system recently received a comprehensive "Remaster" overhaul, which decoupled the game from the legacy Open Game License (OGL), moving it to the system-agnostic ORC License. The Remaster version has updated various terminology and streamlined different conflicting mechanics, the core engine of PF2E remains exactly the same as before. Description Like other d20-based fantasy games, players are an adventuring party that go on adventures, defeat enemies and uncover various mysteries while the Game Master (GM) is in charge of running the world around the characters and is in control of managing any enemies and non-player characters they might encounter. However, where D&D 5E leans heavily on "rulings over rules" and simplicity, Pathfinder 2E has shifted its focus on customization and making sure that with every system balance is maintained. Pathfinder 2E is ideal for players who are more into tactical combat, clear rules for exploration, and the ability to build unique character concepts with a reasonable amount of customization without accidentally breaking the game or worry too much about maintaining balance. The system comes with great tools for the GMs as the system provides clear guidelines and mechanics for most situations, meaning the GM rarely has to invent or interpret rules on the fly to keep the game moving. System Overview & Key Features The 3-Action Economy Pathfinder 2E is famous for their action system. Instead of pre-defined action types, the player can perform creatively distribute their actions how they see fit. Instead of always having a "move action" that the character can utilize or leave unused, the system allows a character to instead use that action as an extra attack. Or instead of attacking, the adventurer can move twice (or thrice, if using all actions). Degrees of Success Instead of approaching "1" or "20" on the d20 die as a critical result, The system considers "oversucceeding" as a critical success. Succeeding a roll by 10 or more points it is automatically a Critical Success. If you miss the DC by 10 or more, it is a Critical Failure. Because of this, every single +1 or -1 improvement feels more impactful and important. Feat-Based Character Customization There are no "useless level-ups" Every single level-up players make meaningful choices by selecting from an extensive assortment of Ancestry Feats, Class Feats, Skill Feats, and General Feats. This creates a situation, where even two characters of the same class can be played completely differently. Reliable Encounter Building The game's underlying math is rigorous and highly functional. An encounter mathematically classified as "Severe" will actually push the party to their limits. GMs can trust the system's encounter building rules completely. Keyword and Trait System Spells, weapons, and abilities have specific traits (like "Incapacitation" or "Fire"). If a rule has a trait, it consistently interacts with the rest of the game's mechanics in the exact same way, removing ambiguity. Edicts and Anathema PF2e has abandoned the traditional moral alignment system. Deities and classes are governed by Edicts (things your character must strive to do) and Anathema (things you must avoid), creating a more nuanced approach to roleplaying. Additional links paizo.com/pathfinder - Official Pathfinder website 2e.aonprd.com - Archives of Nethys (Official free rules database for PF2e)

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Pathfinder (2009)
10 84
Tabletop Roleplaying Games

Pathfinder (2009)

High-Fantasy
English
Pathfinder is a heroic fantasy roleplaying game system with a high amount of character customization and progression, published by Paizo in 2009. It was developed as a response to Wizards of the Coast transitioning the D&D genre to D&D 4th Edition, which was seen as a strong deviation from the math-heavy norm from 3.5E. Pathfinder was built using the Open Game License (OGL) to revise and expand upon the beloved 3.5 ruleset.  The system it directly evolved from is Dungeons & Dragons 3.5 Edition The second edition of the game was released in 2019 as Pathfinder 2nd Edition Description Pathfinder 1e is well known for its "crunch". It relies heavily on strict rules, mechanical variation and math. The system is perfect for players who prefer heavy character optimization and customization, focus on tactical combat encounters and a strong ruleset for almost any situation. Pathfinder is proud of it's complexity and very much focuses on it. Boasting a massive library of  spells, classes, and feats, allows the players to build very mechanically different and unique characters. It is also renowned for its "Adventure Paths": epic, six-part published campaigns that take characters from level 1 to roughly level 20. System Overview & Key Features The d20 System & Action Economy Like 3.5E, the core engine runs on a d20 roll plus modifiers. On every turn the characters have a set structure to perform their actions. Mechanically separated into Standard, Move and Swift actions. Archetypes & Deep Customization Instead of relying on complicated "Prestige Classes," Pathfinder 1e popularized "Archetypes." These allow players to swap out base class features for heavily themed alternatives right from level 1. This enables the players an extensive levels of customization when combining with the thousands of available feats to further personalise their unique character concept. Base Attack Bonus (BAB) Martial prowess is measured by a Base Attack Bonus. As this number grows, martial classes can eventually achieve "iterative attacks," allowing them to attack with their weapons multiple times per their turns, although penalties apply for repeated attempts. Combat Maneuver Mechanics (CMB/CMD) The system introduced two systems to simplify actions like tripping, grappling or disarming your opponents: Combat Maneuver Bonus and Combat Maneuver Defense. This created a single, reliable formula to use when performing maneuvers against an enemy. Skill Ranks Instead of a single "Proficiency Bonus" like in modern games, players are given a pool of Skill Points at every level (determined by their class and Intelligence score) to manually distribute across a massive list of skills, allowing for highly granular non-combat abilities. Lethality and "Crunch" As characters level up, the numbers grow exponentially. This means, that by reaching higher levels of encounters, characters and their opponents are dealing huge amounts of damage, alongside with various magical buffs and spells that could instantly kill a character. Planning and tracking situational modifiers and buffs becomes vital for survival. Additional links pathfinderwiki.com - Pathfinder Wiki  aonprd.com - Archives of Nethys (Official free rules database for PF1e)

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Draw Steel (2025)
1 10
Tabletop Roleplaying Games

Draw Steel (2025)

High-Fantasy
English
Draw Steel is a tactical heroic fantasy tabletop roleplaying game designed by Matt Colville and the team at MCDM Productions. It is built to provide a modern, cinematic alternative to traditional d20 fantasy games. It focuses on high action, tactical depth, and ensuring that every player character feels like a legendary hero from the very first level. The system it is a spiritual successor to is Dungeons & Dragons 4th Edition Description In Draw Steel, players take on the roles of Heroes. Unlike other systems, the characters are heroes from the start. The characters are already capable of taking on the world and whatever threats may arise. The system encourages a highly tactical approach to combat encounters, promoting teamwork and clever use of abilities to control and affect any battlefield they might find themselves at. System Overview & Key Features The 2d10 Core Mechanic The game abandons the d20 focus and instead offers two ten-sided dice (2d10) instead. This creates a better mathematical average and becomes more predictable and reliable. No To Hit Rolls Draw Steel eliminates the traditional roll to hit. Instead, heroes automatically hit their targets with their primary abilities, but they roll to determine how much Power or impact the effect has. This keeps the game focused on making meaningful tactical choices rather than wasting turns on a miss. Heroic Resources Each class manages a unique resource, such as Focus or Valor, which builds up during a fight. These resources are spent to activate powerful Signature Moves and Heroic Abilities, ensuring that combat has a rising sense of drama and escalation as the heroes grow more powerful the longer a battle lasts. Tactical Movement and Forced Position Combat is designed for a grid. Many abilities do more than just deal damage; they allow players to slide, push, or pull enemies and allies across the battlefield. Positioning is vital, and the environment is intended to be a weapon that heroes can use to their advantage. Tiered Success Action resolution often uses three tiers of success. A low roll might provide a success with a cost, a middle roll is a standard success, and a high roll is a spectacular success that might trigger bonus effects or additional damage. This ensures that every roll contributes something to the ongoing narrative. Links mcdmproductions.com - Official MCDM Productions website mcdm.gg - MCDM community and developer portal

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Dungeons & Dragons 3.5
2 45
Tabletop Roleplaying Games

Dungeons & Dragons 3.5

High-Fantasy
Wizards of the Coast
Dungeons & Dragons v.3.5 is a 2003 revision of D&D 3rd Edition, the ruleset Jonathan Tweet, Monte Cook, and Skip Williams designed for Wizards of the Coast in 2000 as the first all-new D&D edition since the company acquired the property from TSR. Rather than a new edition in its own right, 3.5 arrived as a focused patch just three years later - smoothing out rules ambiguities, rebalancing spells and monsters, and expanding the core books.  Though the revision was controversial at the time, with even 3.0 co-designer Monte Cook publicly criticizing its pace and motives. It runs on the d20 System, the Open Game License-based engine 3rd Edition introduced that let third-party publishers legally produce D&D-compatible material for the first time, kicking off the d20 boom of the early 2000s and, eventually, Paizo's Pathfinder.

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The Cosmere Roleplaying Game
3 4
Tabletop Roleplaying Games

The Cosmere Roleplaying Game

High-Fantasy
Complex
The Cosmere Roleplaying Game is an officially licensed tabletop RPG based on Brandon Sanderson's Cosmere universe - the shared setting behind The Stormlight Archive, Mistborn, and a dozen other series - designed by Andrew Fischer and published by Brotherwise Games in partnership with Sanderson's own Dragonsteel Entertainment. Announced in late 2023, its August 2024 Kickstarter raised over $15 million, making it not just the most-funded tabletop RPG in the platform's history but the most-funded tabletop game of any kind. The first campaign setting, covering Roshar from The Stormlight Archive, released digitally in mid-2025 and in print that October; a second setting covering Scadrial from Mistborn is planned for 2026, with more of the Cosmere expected to follow as Sanderson's novels do.

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