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Block, Dodge, Parry vs Pathfinder

Compare Block, Dodge, Parry and Pathfinder side by side. See differences in complexity, dice, genre, cost, and more.

Block, Dodge, ParryPathfinder
GenreFantasyFantasy
TagsClassless, Skill-Based, Tactical, Inventory Management, Gritty, Exploration, Social Combat, Freeform Magic, Hackable, CC-Licensed RulesTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-Heavy
Core MechanicTo resist a sudden danger, roll d20 equal to or under STR, DEX, or WIL; a 1 always passes and a 20 always fails. When a deliberate action's outcome is in doubt, the Warden checks Time, Gear, and Skill. A character with all three succeeds without a roll, and one with one or none fails. With two of the three, roll d6: 4–6 succeeds, 2–3 succeeds at a cost, and 1 fails. Attacks have no hit roll: the weapon die minus Armor reduces HP, and leftover damage reduces STR and triggers a Critical Damage Save.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.
Diced20, d6d20
ComplexityMediumHigh
AccessibilityVery HighVery High
RunnabilityMediumVery High
LicenseCC BY-SA 4.0ORC
Third-Party PublishingCommercial publishing allowed — Creative Commons text reuseCommercial publishing allowed — Open and compatibility licenses
Summary only, not legal advice. Check current terms before publishing.
CostFreeFree
PublisherDice Goblin GamesPaizo
Year20242023
LanguagesEnglish, PortugueseEnglish, French, German, Italian, Spanish, Portuguese
Best ForGroups who want old-school dungeon and wilderness expeditions with gear-driven fights and characters built from past careers rather than classes. Suits campaigns with downtime in settlements, where characters seek out trainers and new skills between 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.
HighlightsDefensive reactions depend on gear: a character's weapon and armor determine whether they can block or dodge an attack and whether doing so costs Fatigue. New skills come from using them, training with a teacher found in play, or studying books, so advancement follows goals the characters pursue in the world. Arcane casters choose how many Magic Dice to invest in a spell, and duplicate results risk Arcane Feedback that damages the caster.The 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.
ConsiderationsWhether a deliberate action needs a roll depends on the Warden judging Time, Gear, and Skill, rather than on fixed difficulty numbers. Fatigue and wounds fill the same ten inventory slots as gear, and a full inventory leaves a character at 0 HP. Raising HP and ability scores normally requires paid training during downtime, so campaigns with little time between adventures see slow character growth.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 draws feats from ancestry, class, skill, and general pools at every level, making each build a slow step.