Changeling: The Lost vs Pathfinder
Compare Changeling: The Lost and Pathfinder side by side. See differences in complexity, dice, genre, cost, and more.
| Changeling: The Lost | Pathfinder | |
|---|---|---|
| Genre | Horror, Fantasy, Modern | Fantasy |
| Tags | Urban Fantasy, Dark Fantasy, Fear & Stress Mechanics, Superpowers, Faction Play, Social Intrigue, Character-Driven, Exploration, Strong GM Support, Lore-Heavy | Tactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-Heavy |
| Core Mechanic | Build a d10 pool, usually from an Attribute plus a Skill, and count each 8, 9, or 10 as a success. One success is enough for most simple actions, and five or more normally make an exceptional success. Tens in a normal pool are usually rerolled for a chance at more successes. A pool reduced to zero or fewer dice becomes a single chance die that succeeds only on a 10, has no 10-again, and suffers a dramatic failure on a 1. A character can spend a point of Willpower to add three dice to a roll. | 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. |
| Dice | d10 dice pool | d20 |
| Complexity | High | High |
| Accessibility | Medium | Very High |
| Runnability | Very High | Very High |
| License | All Rights Reserved | ORC |
| Third-Party Publishing | Commercial publishing allowed — Storytellers Vault | Commercial publishing allowed — Open and compatibility licenses |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | Free |
| Publisher | Onyx Path Publishing | Paizo |
| Year | 2019 | 2023 |
| Languages | English, French | English, French, German, Italian, Spanish, Portuguese |
| Best For | Groups who want modern fairy-tale horror about surviving abduction and rebuilding a life, with seasonal court politics, binding oaths, and journeys through the Hedge. It suits tables willing to explore trauma and abuse themes within agreed limits. | Groups who want deep character customization, tactical grid combat with meaningful turn-by-turn decisions, and a richly detailed fantasy setting with free rules. |
| Highlights | Clarity tracks a changeling's trust in her own perceptions, and Touchstones attached to the track reduce the damage that breaking points deal to it. Every Contract has a Loophole, a condition of the fae bargain that lets a changeling invoke its basic effect without spending Glamour. Hedgespinning spends surplus successes and Glamour from ordinary actions in the Hedge on changes to terrain, equipment, or Conditions. | 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. |
| Considerations | Abduction, abuse, and trauma are core subject matter, so the group needs to agree on limits before play. Breaking points risk Clarity damage that can eventually leave a changeling comatose. Goblin Contracts normally add a point of Goblin Debt on each successful use, which the Storyteller can spend to penalize rolls or impose Conditions. | 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. |