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Land of Eem vs Pathfinder

Compare Land of Eem and Pathfinder side by side. See differences in complexity, dice, genre, cost, and more.

Land of EemPathfinder
GenreFantasyFantasy
Play StyleNarrative, Exploration, Rules-Light, Beginner-Friendly, Hexcrawl, Theater of the Mind, Fiction-FirstTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-Heavy
Core MechanicRoll 1d12 + skill modifier. Results on a 5-tier scale: Complete Failure (1–2), Failure with a Plus (3–5), Success with a Twist (6–8), Success (9–11), Complete Success (12+). Advantage/disadvantage rolls 2d12 take best/worst.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.
Diced12d20
ComplexityLowHigh
AccessibilityVery HighVery High
RunnabilityMediumVery High
LicenseProprietaryORC
Cost$$Free (ORC)
PublisherExalted Funeral PressPaizo
Year20232023
Best ForGroups who want lighthearted, story-driven fantasy adventure with whimsical tone, hex crawl exploration, and meaningful roleplay: where talking to monsters is often better than fighting them.Groups who want deep character customization, tactical grid combat with meaningful turn-by-turn decisions, and a richly detailed fantasy setting with free rules.
HighlightsWhimsical tone encourages creativity, graduated success/failure keeps things interesting, detailed hex crawl and exploration rules, combat designed to be avoidable through parley, character story mechanics with relationships and personal questsThe 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.
ConsiderationsWhimsical tone won't suit every group, combat is intentionally simple and abstract, tightly tied to its own 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.