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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
Play StyleClassic Fantasy, Beginner-Friendly, Rules-Light, Ascending AC, Open Source, 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
CostFreeFree (ORC)
PublisherBasic Fantasy ProjectPaizo
Year20232023
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.