Dungeon World vs Pathfinder First Edition
Compare Dungeon World and Pathfinder First Edition side by side. See differences in complexity, dice, genre, cost, and more.
| Dungeon World | Pathfinder First Edition | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Fiction-First, Playbook-Driven, Classic Fantasy, Rules-Light, Heroic, CC-Licensed Rules, Strong GM Support | Tactical, Crunchy, Character Building, High-Fantasy, Classic Fantasy, Dungeon Crawl, Vancian Casting |
| Core Mechanic | Roll 2d6 + ability modifier. On a 10+, you succeed. On a 7–9, you succeed but with a complication, cost, or hard choice. On a 6 or less, the GM makes a move (something bad happens) and you mark XP. Moves are triggered by fictional actions: describe what your character does, and the rules tell you when to roll. | 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 | 2d6 | d20 |
| Complexity | Very Low | Very High |
| Accessibility | Very High | Very High |
| Runnability | Very High | Very High |
| License | Creative Commons CC BY 3.0 | Open Game License 1.0a |
| Cost | Free | Free |
| Publisher | Sage Kobold Productions | Paizo Publishing, LLC |
| Year | 2012 | 2009 |
| Best For | Groups who want D&D-style fantasy adventure (dungeons, monsters, treasure, classes) but with fiction-first PbtA mechanics that keep the pace fast and the spotlight on the narrative. | Groups who want long fantasy campaigns centered on detailed character development and tactical grid combat. |
| Highlights | Full text available free under Creative Commons, playbooks let new players start playing within minutes, GM chapter provides structured principles and moves for running the game, bonds and end-of-session questions award XP for relationships and discoveries rather than only combat | 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 lacks tactical positioning or grid-based options, long campaigns can expose repetitive move structures, damage dice are class-based rather than weapon-based which limits gear choices, no longer actively developed by its creators | 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. |