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Basic Fantasy RPG vs Pathfinder

Compare Basic Fantasy RPG and Pathfinder side by side. See differences in complexity, dice, genre, cost, and more.

Basic Fantasy RPGPathfinder
GenreFantasyFantasy
TagsClassic Fantasy, Beginner-Friendly, Rules-Light, Ascending AC, CC-Licensed Rules, Hackable, Modular, Dungeon CrawlTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-Heavy
Core MechanicRoll d20 + attack bonus against the target's ascending Armor Class. Saving throws use a d20 roll-over against category-specific target numbers. Ability checks are d20 roll-under. Character advancement uses class-based XP tables and hit dice.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.
Diced20d20
ComplexityLowHigh
AccessibilityVery HighVery High
RunnabilityVery HighVery High
LicenseCreative Commons CC BY-SA 4.0ORC
Third-Party PublishingNot yet researchedCommercial publishing allowed — Open and compatibility licenses
Summary only, not legal advice. Check current terms before publishing.
CostFreeFree
PublisherBasic Fantasy ProjectPaizo
Year20232023
LanguagesEnglishEnglish, French, German, Italian, Spanish, Portuguese
Best ForGroups who want a free, simple B/X-style game that modernizes classic D&D with ascending AC and separate race and class while remaining compatible with decades of OSR adventures.Groups who want deep character customization, tactical grid combat with meaningful turn-by-turn decisions, and a richly detailed fantasy setting with free rules.
HighlightsCompletely free PDF with at-cost print copies through Lulu, race and class are separate unlike B/X source material, highly compatible with classic B/X and OSR modulesThe 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.
ConsiderationsFour core classes only (Cleric, Fighter, Magic-User, Thief) without supplements, racial class restrictions limit some combinations, no built-in setting or campaign frameworkNew 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.