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Flying Circus vs Pathfinder

Compare Flying Circus and Pathfinder side by side. See differences in complexity, dice, genre, cost, and more.

Flying CircusPathfinder
GenreFantasyFantasy
Play StyleCrunchy, Combat-Heavy, Atmospheric, Character-Driven, SandboxTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-Heavy
Core MechanicRoll 2d10 + stat: 10 or less is a miss, 11–15 is a partial hit, 16+ is a full hit. Moves are triggered by fiction. Air combat uses energy management, altitude, and speed on instrument panels. Stress accumulated in missions is relieved between flights through vices and relationships.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.
Dice2d10d20
ComplexityHighHigh
AccessibilityMediumVery High
RunnabilityVery HighVery High
LicenseProprietary (PbtA)ORC
Cost$$Free (ORC)
PublisherNewstand PressPaizo
Year20202023
Best ForGroups who want a deeply detailed aerial combat game wrapped in a rich, character-driven story about mercenary pilots in a post-war fantasy world.Groups who want deep character customization, tactical grid combat with meaningful turn-by-turn decisions, and a richly detailed fantasy setting with free rules.
HighlightsHighly detailed air combat, setting blends WWI aviation with Miyazaki-esque fantasy, character-driven downtime system, free aircraft builder tool, 10 diverse playbook backgroundsThe 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.
ConsiderationsDense and intimidating to learn, very niche aerial-combat focus, requires printing instrument panels and component cards, limited to its specific settingNew 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.