Cepheus Deluxe vs Pathwarden
Compare Cepheus Deluxe and Pathwarden side by side. See differences in complexity, dice, genre, and more.
| Cepheus Deluxe | Pathwarden | |
|---|---|---|
| Genre | Sci-Fi | Fantasy |
| Tags | Space Opera, Career-Based, Skill-Based, Classless, Character Building, Sandbox, Ship-Based, Exploration, Random Tables, Strong GM Support | Tactical, Classless, Character Building, Exploration, Sandbox, Character-Driven, Mana Points, Strong GM Support |
| Core Mechanic | For uncertain tasks, roll 2d6 plus a skill and characteristic modifier to reach a target number. A natural 2 fails and a natural 12 succeeds when the task is feasible. Effect is the amount by which the modified result exceeds or misses the target. Advantage means rolling 3d6 and keeping the highest two dice. | Roll d20 + the relevant Proficiency and modifiers and meet or beat a difficulty. Beating or missing it by 10 produces a critical result, while a natural 20 or 1 shifts the degree one step. Benefit and Detriment change the difficulty by 5. |
| Dice | 2d6 | d20 |
| Complexity | High | High |
| Availability | Paid | Paid |
| Runnability | 5 of 5 book tools | 4 of 5 book tools |
| License | OGL 1.0a; Cepheus Deluxe Compatibility-Statement License | ORC License |
| Third-Party Publishing | Commercial publishing allowed — Open license and compatibility license | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Stellagama Publishing | Ghost Spark |
| Year | 2022 | 2024 |
| Languages | English | English |
| Best For | Groups who want a shipboard science-fiction sandbox with career histories and a working trade economy. | Groups who want classless tactical fantasy with grid combat, build experimentation, and campaigns that alternate between exploration, conflicts, and long-term projects. It suits a Lorewarden comfortable preparing a regional sandbox. |
| Highlights | Career events produce contacts and enemies that can become adventure hooks. World profiles alter trade prices and local restrictions, giving destinations practical consequences. Distinct shipboard actions let the crew contribute beyond firing weapons. | Fast and Slow Turns let players trade one action for acting before enemies, turning initiative into a round-by-round tactical choice. Three classless Paths open Boons and Feats that let characters combine martial, magical, and skill-focused abilities. Exploration and Horizon procedures connect regional travel, threat clocks, and long-term Projects to the consequences of each adventure. |
| Considerations | Career creation spans several terms of skills and events before ordinary play begins. Trading campaigns require recurring expense and cargo accounting. The Referee builds the setting from generators and adventure seeds. | Grid combat asks players to track action costs, positioning, conditions, and multiple-attack penalties each round. Character advancement spreads options across Boons, Feats, Skills, and magical Disciplines, so players compare abilities drawn from several chapters. The campaign structure expects the Lorewarden to prepare an Adventure Map of regions and threats before play. |