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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 WorldPathfinder First Edition
GenreFantasyFantasy
TagsFiction-First, Playbook-Driven, Classic Fantasy, Rules-Light, Heroic, CC-Licensed Rules, Strong GM SupportTactical, Crunchy, Character Building, High-Fantasy, Classic Fantasy, Dungeon Crawl, Vancian Casting
Core MechanicRoll 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.
Dice2d6d20
ComplexityVery LowVery High
AccessibilityVery HighVery High
RunnabilityVery HighVery High
LicenseCreative Commons CC BY 3.0Open Game License 1.0a
CostFreeFree
PublisherSage Kobold ProductionsPaizo Publishing, LLC
Year20122009
Best ForGroups 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.
HighlightsFull 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 combatEleven 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.
ConsiderationsCombat 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 creatorsCharacter 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.