TTRPG Wiki

Compare tabletop RPG systems to find your next game

Dungeons & Dragons vs Pathfinder First Edition

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

Dungeons & DragonsPathfinder First Edition
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, Classic Fantasy, Dungeon Crawl, Vancian Casting
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.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.
Diced20d20
ComplexityHighVery High
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 booksOpen Game License 1.0a
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherWizards of the CoastPaizo Publishing, LLC
Year20242009
LanguagesEnglish, French, Italian, German, SpanishEnglish, French, German, Italian, Russian, Spanish
Best ForGroups who want heroic fantasy campaigns with tactical combat and extensive character customization.Groups who want long fantasy campaigns centered on detailed character development and tactical grid combat.
HighlightsWeapon 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.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.
ConsiderationsSpells 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.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.