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Five Torches Deep vs Pathfinder

Compare Five Torches Deep and Pathfinder side by side. See differences in complexity, dice, genre, cost, and more.

Five Torches DeepPathfinder
GenreFantasyFantasy
Play StyleDungeon Crawl, Tactical, Resource Management, Rules-Light, Gritty, Ascending AC, Vancian Casting, Roll to CastTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-Heavy
Core MechanicRoll d20 + modifier vs DC 11 (most checks). Four classes (Warrior, Thief, Zealot, Mage), levels 1–9. Supply (SUP) abstracts consumables, load limits gear, and equipment can break via durability rolls. Magic carries mishap risk. Compatible with both 5e and B/X adventures.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
ComplexityLowHigh
AccessibilityVery HighVery High
RunnabilityMediumVery High
LicenseOGL 1.0aORC
Cost$Free (ORC)
PublisherSigil Stone PublishingPaizo
Year20192023
Best ForGroups who like 5e's core d20 feel but want OSR resource scarcity, simplified classes, and deadlier dungeon crawling.Groups who want deep character customization, tactical grid combat with meaningful turn-by-turn decisions, and a richly detailed fantasy setting with free rules.
HighlightsBridges 5e familiarity with OSR lethality, supply system elegantly handles torches and rations, fits in 48 pages, dual-compatible with 5e and B/X contentThe 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.
ConsiderationsVery slim: GMs may need to house-rule gaps, limited character options compared to full 5e, magic mishap table can feel punishing, no bestiary includedNew 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.