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Dungeons & Dragons vs Pathfinder

Compare Dungeons & Dragons and Pathfinder side by side. See differences in complexity, dice, genre, and more.

Dungeons & DragonsPathfinder
GenreFantasyFantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed RulesTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-Heavy
Core MechanicRoll a d20 and add applicable modifiers to meet or beat a target number. Checks and saving throws use a Difficulty Class; attacks use Armor Class. Advantage or disadvantage means rolling two d20s and keeping the higher or lower result.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
ComplexityHighHigh
AvailabilityFree core rulesFree core rules
Runnability5 of 5 book tools5 of 5 book tools
LicenseCreative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core booksORC
Third-Party PublishingCommercial publishing allowed — Open licenseCommercial publishing allowed — Open and compatibility licenses
Summary only, not legal advice. Check current terms before publishing.
PublisherWizards of the CoastPaizo
Year20242023
LanguagesEnglish, French, Italian, German, SpanishEnglish, French, German, Italian, Spanish, Portuguese
Best ForGroups who want heroic fantasy campaigns with tactical combat and extensive character customization.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
  • Weapon Mastery adds effects such as pushing or slowing enemies to qualifying weapon attacks.
  • Class and feat choices let characters develop different roles over twenty levels.
  • Optional Bastions give characters home bases with facilities that produce benefits between adventures.
  • 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
  • Spells and class abilities have separate resource limits and timing rules.
  • Higher-level magic can change travel and encounter assumptions that the DM must prepare for.
  • Social encounters rely on ability checks and DM judgments about NPC attitudes.
  • 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.