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Dolmenwood vs Pathfinder

Compare Dolmenwood and Pathfinder side by side. See differences in complexity, dice, genre, cost, and more.

DolmenwoodPathfinder
GenreFantasyFantasy
Play StyleHexcrawl, Dark Fantasy, Faction Play, Lore-Heavy, Vancian Casting, Classic Fantasy, DeadlyTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-Heavy
Core MechanicRoll d20 + modifiers vs. ascending AC for attacks and vs. save targets for saving throws (five categories: Doom, Ray, Hold, Blast, Spell). Skill checks and ability checks use d6 + modifiers vs. a target number. Characters choose a kindred (breggle, elf, grimalkin, human, mossling, or woodgrue) and one of nine classes. Three distinct magic systems: arcane (memorized spells), holy (daily prayers), and fairy (glamours and runes).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.
Diced20d20
ComplexityLowHigh
AccessibilityLowVery High
RunnabilityVery HighVery High
LicenseAll Rights ReservedORC
Cost$$$Free (ORC)
PublisherNecrotic GnomePaizo
Year20242023
Best ForGroups who want a deeply detailed fairytale-dark fantasy setting with OSR mechanics, hexcrawl exploration, and rich faction play in an enchanted wood full of fairies, monsters, and intrigue.Groups who want deep character customization, tactical grid combat with meaningful turn-by-turn decisions, and a richly detailed fantasy setting with free rules.
HighlightsRichly detailed fairytale-dark setting with competing factions and deep lore, hexcrawl travel system with Travel Points and terrain-based encounters, six unique kindreds including cat-folk grimalkins and fungal mosslings, three distinct magic systems each with their own spell listsThe 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.
ConsiderationsFull experience requires three core books (Player's Book, Campaign Book, Monster Book), setting-specific: not a generic OSR toolkit, GM needs the Campaign Book and Monster Book which are sold separately from the Player's BookNew 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.