Beyond the Wall vs Pathfinder First Edition
Compare Beyond the Wall and Pathfinder First Edition side by side. See differences in complexity, dice, genre, cost, and more.
| Beyond the Wall | Pathfinder First Edition | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Beginner-Friendly, Low-Prep, Collaborative, Character-Driven, Classic Fantasy, Low-Fantasy, One-Shot Friendly, Ascending AC, Worldbuilding | Tactical, Crunchy, Character Building, High-Fantasy, Classic Fantasy, Dungeon Crawl, Vancian Casting |
| Core Mechanic | Roll d20 + modifiers against ascending Armor Class for attacks, and d20 under ability score for skill checks (with situational penalties). Three classes (Warrior, Rogue, Mage) with five saving throw categories. Character Playbooks generate abilities, backstory, and village details through a series of table rolls, building shared history and relationships before play begins. Scenario Packs give the GM a complete adventure framework with no advance preparation. | 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. |
| Dice | d20 | d20 |
| Complexity | Low | Very High |
| Accessibility | Medium | Very High |
| Runnability | Medium | Very High |
| License | OGL 1.0a | Open Game License 1.0a |
| Cost | $$ | Free |
| Publisher | Flatland Games | Paizo Publishing, LLC |
| Year | 2014 | 2009 |
| Best For | Groups who want to sit down with no prep and collaboratively create a village, a cast of NPCs, and an adventure in a single evening: especially those drawn to literary fantasy in the tradition of LeGuin, Cooper, and Lloyd Alexander. | Groups who want long fantasy campaigns centered on detailed character development and tactical grid combat. |
| Highlights | Playbooks collaboratively build characters, backstory, and the village map in a single session. Scenario Packs provide complete adventures with zero GM prep. Fortune Points provide rerolls and cheat-death mechanics. True Name magic system adds a unique magical layer. Further Afield supplement adds sandbox campaign tools with threat packs. | 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. |
| Considerations | Three classes only, with limited mechanical differentiation at higher levels. Playbook-driven creation is tightly structured, leaving less room for fully custom character concepts. Designed for low-level play (levels 1–10) with a flatter power curve than most OSR 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. |