TTRPG Wiki

Compare tabletop RPG systems to find your next game

Into the Odd Remastered vs Pathfinder First Edition

Compare Into the Odd Remastered and Pathfinder First Edition side by side. See differences in complexity, dice, genre, cost, and more.

Into the Odd RemasteredPathfinder First Edition
GenreFantasyFantasy
TagsRules-Light, Dungeon Crawl, Weird, Low-Prep, Attacks Always Hit, CC-Licensed RulesTactical, Crunchy, Character Building, High-Fantasy, Classic Fantasy, Dungeon Crawl, Vancian Casting
Core MechanicThree ability scores (STR, DEX, WIL) rolled on 3d6. No to-hit rolls: attacks always deal damage directly. Saves are d20 roll-under the relevant ability. Damage reduces HP first, then STR; at 0 STR you die. Arcana are unique magical objects that grant strange powers.Most uncertain actions roll a d20, add relevant modifiers, and compare the total with a target or opposing result. Difficulty Class, Armor Class, and Combat Maneuver Defense are common targets; natural 1s and 20s can override some comparisons.
Diced20, d4–d12d20
ComplexityVery LowVery High
AccessibilityMediumVery High
RunnabilityMediumVery High
LicenseCC BY-SA 4.0Open Game License 1.0a
Cost$Free
PublisherBastionland Press / Free League WorkshopPaizo Publishing, LLC
Year20222009
Best ForGroups who want an ultra-streamlined OSR game where character creation takes minutes, combat is fast and deadly, and strange Arcana replace traditional spell lists.Groups who want long fantasy campaigns centered on detailed character development and tactical grid combat.
HighlightsCharacter creation in under five minutes, no wasted turns thanks to auto-hit combat, Arcana system offers wide creative options, fits in about 50 pages, spawned an entire design movement (Cairn, Liminal Horror, etc.)Eleven core classes progress through twenty levels with interlocking feat and class choices that support specialized builds. Combat makes positioning and turn timing consequential through attacks of opportunity and combat maneuvers. Prepared and spontaneous spellcasting draw from hundreds of level-gated spells, giving magical classes distinct planning and resource cycles.
ConsiderationsVery swingy random ability scores at creation, tightly coupled to its Bastion/Underground setting, no structured advancement beyond finding Arcana, auto-hit combat removes tactical decisions around accuracyCharacter creation and advancement require cross-checking large option catalogs and prerequisites, which can front-load decision making. Combat combines situational modifiers with nested action and exception rules, which can slow adjudication. High-level play layers additional character abilities and magical options, increasing preparation for players and GMs.