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Armour Astir: Advent vs Pathfinder First Edition

Compare Armour Astir: Advent and Pathfinder First Edition side by side. See differences in complexity, dice, genre, cost, and more.

Armour Astir: AdventPathfinder First Edition
GenreFantasyFantasy
Play StyleMecha, Playbook-Driven, Fiction-First, Character-Driven, Narrative, Anime, Ship-Based, Collaborative, Mission-BasedTactical, Crunchy, Character Building, High-Fantasy, Classic Fantasy, Dungeon Crawl, Vancian Casting
Core MechanicRoll 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.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.
Dice2d6d20
ComplexityMediumVery High
AccessibilityVery HighVery High
RunnabilityLowVery High
LicenseAll Rights ReservedOpen Game License 1.0a
CostFreeFree
PublisherBriar SovereignPaizo Publishing, LLC
Year20242009
Best ForGroups who want PbtA-style mecha action framed as rebellion against oppressive authority, with equal emphasis on dramatic relationships and cockpit combat.Groups who want long fantasy campaigns centered on detailed character development and tactical grid combat.
HighlightsSplits 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.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.
ConsiderationsGroups 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.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.