Dungeons & Dragons 4th Edition vs Pathfinder
Compare Dungeons & Dragons 4th Edition and Pathfinder side by side. See differences in complexity, dice, genre, cost, and more.
| Dungeons & Dragons 4th Edition | Pathfinder | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Tactical, Miniatures, Heroic, Character Building, High-Fantasy, Classic Fantasy, Crunchy, Ascending AC | Tactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-Heavy |
| Core Mechanic | Roll d20 plus relevant modifiers against a DC or target defense. A total equal to or higher than the target succeeds. Combat turns use standard, move, and minor actions, while powers specify their targets and effects. | 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 | d20 | d20 |
| Complexity | High | High |
| Accessibility | High | Very High |
| Runnability | Very High | Very High |
| License | Proprietary | ORC |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Open and compatibility licenses |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | Free |
| Publisher | Wizards of the Coast | Paizo |
| Year | 2008 | 2023 |
| Languages | English, French, Italian, German, Spanish | English, French, German, Italian, Spanish, Portuguese |
| Best For | Groups who want role-defined heroes, grid-centered combat, and long campaigns with extensive tactical advancement. | 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 | Class roles give defenders, strikers, leaders, and controllers distinct tactical jobs in a party. At-will, encounter, and daily powers make each class's available actions explicit at the table. Encounter-building rules pair monster roles with level and XP budgets, giving DMs a repeatable preparation procedure. | 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 | Grid position, forced movement, marks, and opportunity attacks require continuous spatial tracking. Each character's power list grows across 30 levels, increasing turn options and rules lookups. Rituals, skill challenges, treasure parcels, and combat use separate procedures that the group must learn. | 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. |