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Age of Adventure RPG vs Pathfinder First Edition

Compare Age of Adventure RPG and Pathfinder First Edition side by side. See differences in complexity, dice, genre, cost, and more.

Age of Adventure RPGPathfinder First Edition
GenreFantasyFantasy
Play StyleRules-Light, Classic Fantasy, Heroic, Player-Only Rolls, Roll to Cast, Low-Prep, Random Tables, Open SourceTactical, Crunchy, Character Building, High-Fantasy, Classic Fantasy, Dungeon Crawl, Vancian Casting
Core MechanicEach Hero picks a single Proficiency number from 2 to 5. MIGHT actions (physical, martial) count d6 results equal to or under that number as Successes; MIND actions (mental, complex) count results equal to or over it. Roll 1d6 by default and add bonus dice for being Skilled, Prepared, Helped, or carrying the right Item. Rolling the Proficiency number exactly on a successful check earns a Hero Point, spendable for extra dice, rerolls, +1 damage, or a true in-world answer from the GM. Only players ever roll: enemy attacks resolve as automatic player Reaction Checks against the same Proficiency, with Block (1 less damage) or Dodge (no damage) chosen by the defender.Most uncertain actions roll a d20, add relevant modifiers, and compare the total with a target or opposing result. Difficulty Class, Armor Class, and Combat Maneuver Defense are common targets; natural 1s and 20s can override some comparisons.
Diced6 dice poold20
ComplexityLowVery High
AccessibilityHighVery High
RunnabilityMediumVery High
LicenseCC BY 4.0Open Game License 1.0a
CostFree / $Free
PublisherAdrian Young GamesPaizo Publishing, LLC
Year20252009
Best ForGroups who want a complete heroic fantasy game they can start playing the same night: everything from character creation to campaign play fits in a twelve-page zine, with classic fantasy races and class archetypes already built in.Groups who want long fantasy campaigns centered on detailed character development and tactical grid combat.
HighlightsA single Proficiency number from 2 to 5 defines a character's physical-versus-mental lean in one decision, so building a Hero is a thirty-second commitment rather than a stat-by-stat exercise: high favors MIGHT (roll under), low favors MIND (roll over). Only players roll dice, even on defense: every enemy attack triggers an automatic Reaction Check from the targeted Hero, so the GM is free to narrate threats while every die at the table belongs to a player. Encounter Levels are calculated as Size × Actions × Challenge plus armor and shield bonuses, then summed across the party, giving the GM an at-a-glance balance number to scale opposition without writing statblocks.Eleven core classes progress through twenty levels with interlocking feat and class choices that support specialized builds. Combat makes positioning and turn timing consequential through attacks of opportunity and combat maneuvers. Prepared and spontaneous spellcasting draw from hundreds of level-gated spells, giving magical classes distinct planning and resource cycles.
ConsiderationsMagic is limited to six Arcane and six Holy spells that Wizards and Clerics know in full from creation, with no spell progression, new spells, or list customization across a campaign. Damage caps at 2 points per hit and Stamina maxes at the Proficiency number plus armor, so combats resolve in a few rounds without granular HP attrition or extended tactical play. Character advancement between adventures is limited to gold rewards and a +1 starting Hero Points carryover: there are no levels, experience tracks, or stat increases that meaningfully change a Hero over the course of a campaign.Character creation and advancement require cross-checking large option catalogs and prerequisites, which can front-load decision making. Combat combines situational modifiers with nested action and exception rules, which can slow adjudication. High-level play layers additional character abilities and magical options, increasing preparation for players and GMs.