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Dungeons & Dragons vs Pathwarden

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

Dungeons & DragonsPathwarden
GenreFantasyFantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Vancian Casting, Ascending ACTactical, Classless, Character Building, Exploration, Sandbox, Character-Driven, Mana Points, Strong GM Support
Core MechanicMake a D20 Test by rolling d20, adding relevant modifiers, and comparing the total to a target number. Ability checks, saving throws, and attack rolls use this procedure. Advantage and disadvantage use two d20s and keep the higher or lower result.Roll d20 + the relevant Proficiency and modifiers and meet or beat a difficulty. Beating or missing it by 10 produces a critical result, while a natural 20 or 1 shifts the degree one step. Benefit and Detriment change the difficulty by 5.
Diced20d20
ComplexityMediumHigh
AccessibilityVery HighMedium
RunnabilityVery HighMedium
LicenseCC BY 4.0 (SRD); core books proprietaryORC License
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFree$
PublisherWizards of the CoastGhost Spark
Year20242024
LanguagesEnglish, French, Italian, German, SpanishEnglish
Best ForGroups who want heroic fantasy with configurable tactical combat, broad character options, and campaigns that span multiple levels.Groups who want classless tactical fantasy with grid combat, build experimentation, and campaigns that alternate between exploration, conflicts, and long-term projects. It suits a Lorewarden comfortable preparing a regional sandbox.
HighlightsAdvantage and disadvantage resolve common situational effects by selecting the higher or lower of two d20 rolls. Backgrounds, classes, subclasses, and feats distribute character choices across creation and advancement. Weapon Mastery gives qualifying weapon users distinct tactical effects without replacing the action economy.Fast and Slow Turns let players trade one action for acting before enemies, turning initiative into a round-by-round tactical choice. Three classless Paths open Boons and Feats that let characters combine martial, magical, and skill-focused abilities. Exploration and Horizon procedures connect regional travel, threat clocks, and long-term Projects to the consequences of each adventure.
ConsiderationsSpell preparation, spell slots, class features, and conditions create several interacting resources for players to track. High-level characters combine many spells and features, increasing adjudication work for the DM. Bastions add a separate downtime procedure for campaigns that use the stronghold rules.Grid combat asks players to track action costs, positioning, conditions, and multiple-attack penalties each round. Character advancement spreads options across Boons, Feats, Skills, and magical Disciplines, so players compare abilities drawn from several chapters. The campaign structure expects the Lorewarden to prepare an Adventure Map of regions and threats before play.