Advanced Dungeons & Dragons 1st Edition vs Pathfinder
Compare Advanced Dungeons & Dragons 1st Edition and Pathfinder side by side. See differences in complexity, dice, genre, cost, and more.
| Advanced Dungeons & Dragons 1st Edition | Pathfinder | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Classic Fantasy, Crunchy, Descending AC, Dungeon Crawl, Inventory Management, Random Tables, Tactical, Vancian Casting | Tactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-Heavy |
| Core Mechanic | Roll a d20 on combat attack matrices to determine whether an attack hits a descending Armor Class. Characters advance by class level through experience, and spellcasters memorize specific spells before using them. | Roll d20 + modifier against a DC. Four degrees of success: critical success (beat DC by 10+), success, failure, and critical failure (miss by 10+). Each turn grants three actions to spend freely on strikes, movement, spellcasting, or other activities. Multi-attack penalty (-5/-10) discourages repeated strikes and encourages tactical variety. |
| Dice | d20 | d20 |
| Complexity | Very High | High |
| Accessibility | Medium | Very High |
| Runnability | High | Very High |
| License | All Rights Reserved | ORC |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Open and compatibility licenses |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | Free |
| Publisher | TSR Games | Paizo |
| Year | 1977 | 2023 |
| Languages | English | English, French, German, Italian, Spanish, Portuguese |
| Best For | Groups who want a demanding, referee-led fantasy campaign with class-and-level advancement, resource pressure, and detailed combat procedures. | Groups who want deep character customization, tactical grid combat with meaningful turn-by-turn decisions, and a richly detailed fantasy setting with free rules. |
| Highlights | Class, race, level, alignment, and prepared spells establish distinct adventuring roles. The Dungeon Masters Guide supplies encounter, treasure, dungeon, and campaign procedures for referee-built play. Reference sheets and extensive tables consolidate combat, spell, and campaign data. | The three-action economy gives every turn the same three actions to spend on strikes, movement, or spells, so each turn is a fresh tactical decision. Characters customize through ancestry, class, skill, and general feats gained at nearly every level, letting builds diverge sharply within a single class. Four degrees of success, set by beating or missing the DC by 10, turn each roll into a range of outcomes rather than a binary result. |
| Considerations | Combat relies on class and monster attack matrices instead of a single universal action procedure. The core delivery distributes rules across three books and reserves substantial procedures for the Dungeon Master. Optional psionics and detailed special-case rules add rules to learn before using them. | New players must learn the trait system, conditions, and four degrees of success before combat runs smoothly. Multi-attack penalty and numerous combat actions can slow turns for indecisive players. Character creation draws feats from ancestry, class, skill, and general pools at every level, making each build a slow step. |