Carbon Grey RPG vs Pathfinder First Edition
Compare Carbon Grey RPG and Pathfinder First Edition side by side. See differences in complexity, dice, genre, cost, and more.
| Carbon Grey RPG | Pathfinder First Edition | |
|---|---|---|
| Genre | Historical, Fantasy | Fantasy |
| Play Style | Crunchy, Tactical, Corruption, Roll to Cast, Licensed IP, Pulp Action | Tactical, Crunchy, Character Building, High-Fantasy, Classic Fantasy, Dungeon Crawl, Vancian Casting |
| Core Mechanic | Roll a pool of d6s equal to attribute + skill, sum the dice, and beat a Difficulty Number from 5 (Very Easy) to 30 (Extremely Difficult). One die in every pool is the Wild Die: a 6 grants an Advantage (Hero Point gain, success upgrade, or aid to an ally) and a 1 hands the GM a Complication that can deepen a failure. Margins above and below the DN scale results from Partial Success up to Exceptional Success and from Ordinary Failure down to Catastrophic Failure. Hero Points (start at 6) fuel doubled die codes, rerolls, and injury-level reductions. | 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 | d6 dice pool | d20 |
| Complexity | Medium | Very High |
| Accessibility | High | Very High |
| Runnability | High | Very High |
| License | Proprietary | Open Game License 1.0a |
| Cost | $$ | Free |
| Publisher | Magnetic Press Play | Paizo Publishing, LLC |
| Year | 2022 | 2009 |
| Best For | Groups who want dieselpunk WWI-flavored heroics (trench fighting, airship dogfights, espionage, and court intrigue) with an opt-in reality-warping subsystem that physically and mentally scars characters who lean on it. | Groups who want long fantasy campaigns centered on detailed character development and tactical grid combat. |
| Highlights | Wild Die mechanic builds tier-based outcomes into every roll: a 6 grants an Advantage the player can spend on extra Hero Points, an upgraded success, or aid to an ally; a 1 hands the GM a Complication that can turn an ordinary failure into a Catastrophic one. Continuity Flux skills (Manipulate, Divine, Transmogrify) let characters bend reality but each use raises a tracked Surge Count, and a roll-low check at session end against accumulated Corruption Points can permanently strip an attribute, transform the character into an enemy-controlled stone demon, or erase them from existence. Character Persona stack (Quirks rolled on a d66 table, Obligations to factions or ideals, and Remarkable Abilities) pays out Skill Points at the end of any session the player honored their Obligation, and a session in which the character switches allegiance grants no Skill Points at all. | 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 | Combat layers multi-action penalties, scale rules between personal, vehicle, and grand-scale targets, weapon properties like Bypass ARM and Continuous, and dedicated subsystems for grenades, artillery bombardment, flak, hail of bullets, and minefields: each with its own DN, reaction options, and damage table. Continuity Flux powers are gated behind the Latent Flux Talent ability or GM-granted shard exposure, so a party without one is shut out of the reality-bending side of the setting unless the GM hands out access. Setting is tightly tied to the Carbon Grey graphic novel (eight named nations with specific factions, mythologies, and political alignments), so adapting the system to a homebrew dieselpunk world means cutting the lore that anchors most published episodes. | 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. |