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Cairn 1st Edition vs Pathfinder

Compare Cairn 1st Edition and Pathfinder side by side. See differences in complexity, dice, genre, cost, and more.

Cairn 1st EditionPathfinder
GenreFantasyFantasy
Play StyleRules-Light, Classless, Deadly, Attacks Always Hit, Open Source, Hackable, Random Character Creation, Inventory Management, Beginner-Friendly, Dark Fantasy, Fiction-First, SandboxTactical, Crunchy, Combat-Heavy, Character Building, Dungeon Crawl, High-Fantasy, Grid-Based, Heroic, Ascending AC, Exploration, Classic Fantasy, Lore-Heavy
Core MechanicRoll d20 equal to or under STR, DEX, or WIL to pass a save; 1 always succeeds and 20 always fails. Attacks always hit — the attacker rolls a damage die, subtracts the target's Armor, and applies the remainder to Hit Protection. When HP reaches 0, damage spills into STR and triggers a critical damage save; reaching 0 STR means death. Characters have 10 inventory slots, two for hands, with bulky items occupying two slots. Fatigue from spellcasting or deprivation fills slots like gear. Spells are cast by holding a Spellbook in both hands and reading aloud, adding one Fatigue per cast.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, d4–d12d20
ComplexityVery LowHigh
AccessibilityVery HighVery High
CommunityMediumVery High
LicenseCC BY-SA 4.0ORC
CostFree / $Free (ORC)
PublisherYochai GalPaizo
Year20202023
Best ForGroups who want a free 24-page toolkit for fae-haunted woodland adventure where character creation takes minutes, equipment defines the character, and any fight can kill you. Especially well suited to one-shots, hacking into custom settings, and learning rules-light fantasy.Groups who want deep character customization, tactical grid combat with meaningful turn-by-turn decisions, and a richly detailed fantasy setting with free rules.
HighlightsEntire game fits in 24 pages, released under CC BY-SA 4.0 with full rights to remix and republish commercially, the ten-slot inventory unifies equipment and Fatigue into one resource, character generation rolls on d20 tables for names, traits, backgrounds, and starting gear plus a d100 spellbook table, a Scars table produces lasting consequences when HP is reduced to exactly 0Complete rules available free on Archives of Nethys. Three-action economy gives every turn meaningful tactical decisions. Character customization through ancestry feats, class feats, skill feats, and general feats at every level. Four degrees of success on every roll add granularity to outcomes.
ConsiderationsAlmost no setting detail beyond a vague mysterious Wood, only five creatures in the core bestiary, no structured procedures for exploration turns or dungeon rounds (added later in 2nd Edition), classless design offers no character build mechanics for players who enjoy optimizationNew 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 requires selecting feats from multiple categories at every level, which can overwhelm new players.