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Dungeons & Dragons vs Pathwarden

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

Dungeons & DragonsPathwarden
GenreFantasyFantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed RulesTactical, Classless, Character Building, Exploration, Sandbox, Character-Driven, Mana Points, Strong GM Support
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 + 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
ComplexityHighHigh
AvailabilityFree core rulesPaid
Runnability5 of 5 book tools4 of 5 book tools
LicenseCreative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core booksORC License
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherWizards of the CoastGhost Spark
Year20242024
LanguagesEnglish, French, Italian, German, SpanishEnglish
Best ForGroups who want heroic fantasy campaigns with tactical combat and extensive character customization.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.
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.
  • 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.
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.
  • 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.