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Hogwarts: An RPG vs Pathfinder

Compare Hogwarts: An RPG and Pathfinder side by side. See differences in complexity, dice, genre, cost, and more.

Hogwarts: An RPGPathfinder
GenreFantasyFantasy
Play StyleBeginner-Friendly, Character-Driven, Collaborative, Family, Fiction-First, Licensed IP, Magic School, Mystery, Narrative, One-Shot Friendly, Open Source, Roll to Cast, Roleplay-Heavy, Rules-LightTactical, Crunchy, Combat-Heavy, Character Building, Dungeon Crawl, High-Fantasy, Grid-Based, Heroic, Ascending AC, Exploration, Classic Fantasy, Lore-Heavy
Core MechanicRoll 2d6 + trait (Bravery, Cunning, Intellect, Loyalty, or Magic). On 10+, full success. On 7–9, success with a cost or complication. On 6 or less, fail but mark Experience. Moves are triggered by the fiction: Basic Moves cover danger, stealth, persuasion, and knowledge; Magic Moves handle spellcasting, potions, dueling, and magical creatures; Quidditch Moves resolve matches.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.
Dice2d6d20
ComplexityVery LowHigh
AccessibilityVery HighVery High
RunnabilityLowVery High
LicenseCC BY-NC-SA 4.0ORC
CostFreeFree (ORC)
PublisherDavid Brunell-BrutmanPaizo
Year20202023
Best ForHarry Potter fans who want a rules-light, narrative RPG for playing out original stories at Hogwarts — especially groups with younger or first-time playersGroups who want deep character customization, tactical grid combat with meaningful turn-by-turn decisions, and a richly detailed fantasy setting with free rules.
HighlightsComplete 16-page game with character sheets, spell lists organized by school year, Quidditch match rules, and setting reference — all free. Mysteries mechanic drives story forward with player-generated questions. Friends & Rivals system creates immediate inter-character drama. Conditions track both emotional and physical harm with distinct recovery paths.Complete rules available free on Archives of Nethys. Three-action economy gives every turn meaningful tactical decisions. Character customization through ancestry feats, class feats, skill feats, and general feats at every level. Four degrees of success on every roll add granularity to outcomes.
ConsiderationsUnlicensed fan game with no official support from the IP holders. No structured character classes or playbooks — characters differ mainly by trait scores and House. Advancement is slow, tied to accumulating four Experience. No rules for combat beyond the Duel magic move — physical conflicts use the same basic moves as everything else.New 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 requires selecting feats from multiple categories at every level, which can overwhelm new players.