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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 StyleMagic School, Licensed IP, Family, Mystery, Rules-Light, Roll to Cast, One-Shot FriendlyTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, 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
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.The 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.
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 draws feats from ancestry, class, skill, and general pools at every level, making each build a slow step.