Armour Astir: Advent vs Pathfinder
Compare Armour Astir: Advent and Pathfinder side by side. See differences in complexity, dice, genre, cost, and more.
| Armour Astir: Advent | Pathfinder | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Mecha, Playbook-Driven, Fiction-First, Character-Driven, Narrative, Anime, Ship-Based, Collaborative, Mission-Based | Tactical, Crunchy, Combat-Heavy, Character Building, Dungeon Crawl, High-Fantasy, Grid-Based, Heroic, Ascending AC, Exploration, Classic Fantasy, Lore-Heavy |
| Core Mechanic | Roll 2d6 + trait (6 stats from -3 to +3): 6- is a miss, 7-9 is a partial success, 10+ is a full success. Advantage and disadvantage add or remove a die (up to 4d6 total), keeping the best or worst two. Confidence upgrades 1s to 6s; desperation downgrades 6s to 1s. Channeler playbooks pilot Astirs using the CHANNEL trait for magic-related moves, while support playbooks contribute through B-Plots and Carrier upgrades. | 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 | 2d6 | d20 |
| Complexity | Medium | High |
| Accessibility | Medium | Very High |
| Runnability | Medium | Very High |
| License | All Rights Reserved | ORC |
| Cost | $$ | Free (ORC) |
| Publisher | Briar Sovereign | Paizo |
| Year | 2024 | 2023 |
| Best For | Groups who want PbtA-style mecha action framed as rebellion against oppressive authority, with equal emphasis on dramatic relationships and cockpit combat. | 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 | Splits playbooks into Channeler (mech pilot) and Support roles so non-pilots are mechanically distinct rather than sidelined. Conflict Turns provide a structured large-scale warfare system layered on top of individual scenes. Four optional campaign settings provide ready-made factions, mission hooks, and example Astirs as starting points. Confidence/desperation mechanic adds dramatic stakes beyond standard PbtA outcomes. | Complete rules available free on Archives of Nethys. Three-action economy gives every turn meaningful tactical decisions. Character customization through ancestry feats, class feats, skill feats, and general feats at every level. Four degrees of success on every roll add granularity to outcomes. |
| Considerations | Groups must collaboratively define their Authority, Cause, and Carrier before play begins, though four optional settings are included as starting points. Channeler and support playbook split means the party must coordinate roles during character creation. Rules for Astir construction and Conflict Turns add mechanical weight beyond typical PbtA games. | 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 requires selecting feats from multiple categories at every level, which can overwhelm new players. |