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Low Fantasy Gaming vs Pathfinder First Edition

Compare Low Fantasy Gaming and Pathfinder First Edition side by side. See differences in complexity, dice, genre, cost, and more.

Low Fantasy GamingPathfinder First Edition
GenreFantasyFantasy
Play StyleLow-Fantasy, Gritty, Deadly, Sword & Sorcery, Corruption, Sandbox, Dungeon Crawl, Random Tables, GM-Friendly, HackableTactical, Crunchy, Character Building, High-Fantasy, Classic Fantasy, Dungeon Crawl, Vancian Casting
Core MechanicCombat uses standard d20 + class attack bonus + ability modifier vs. Armour Class. Out of combat, attribute checks roll equal-or-under (1d20 ≤ attribute, with degrees of success), and skills add +1 and grant access to a level-based Reroll Pool that smooths the d20 swing. Dropping to zero hit points triggers an All Dead vs. Mostly Dead check and a roll on the Injuries & Setbacks table (lost eyes and limbs, broken ribs, madness, permanent scars). Spell casting is uncertain: every cast carries a cumulative 1-in-20 chance of triggering the Dark & Dangerous Magic d100 table, which can mutate the caster, sap Luck, or summon hostile aberrations. The Luck attribute itself is a depleting meta-resource that fuels saves, Major Exploits, and Rescue Exploits.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.
Diced20d20
ComplexityMediumVery High
AccessibilityVery HighVery High
RunnabilityVery HighVery High
LicenseOGL 1.0aOpen Game License 1.0a
CostFreeFree
PublisherPickpocket PressPaizo Publishing, LLC
Year20202009
Best ForGroups who want gritty low-magic fantasy where every combat carries real consequences (broken bones, lost limbs, madness) and where casting a spell is a calculated gamble that can corrupt the caster or summon something worse.Groups who want long fantasy campaigns centered on detailed character development and tactical grid combat.
HighlightsDark & Dangerous Magic puts every spell at risk of triggering a d100 corruption table (mutations, summoned aberrations, Luck loss, madness) with the chance climbing by 1 in 20 each cast until it fires, making sorcery a calculated gamble rather than reliable utility. Martial Exploits layer creative combat moves (Minor, Major, and Rescue) on top of a successful hit, such as disarms, decapitations, or throwing an ally clear of a fireball, fueled by depleting Luck checks rather than a fixed action menu, so combats are improvisation-driven rather than rotation-driven. Every PC designs a Unique Feature at 3rd, 6th, 9th, and 12th level in conversation with the GM, working off 36 worked examples (Awakened Host, Faustian Pact, Skill Prodigy, Slippery Bastard) that each scale through low, moderate, and high power tiers the table can cherry-pick.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.
ConsiderationsMagic Users are deliberately weaker than other classes: no at-will spells, no teleport, no mind reading, no resurrection, and every cast risks a corruption effect, so spell-focused players have to accept playing a high-risk role that can lose its toolkit mid-adventure. The 12th-level cap shortens the campaign arc: the book trades long-haul progression for keeping monsters threatening and magic spectacular, but groups expecting decades-long advancement curves will hit the ceiling. Permanent injuries from the Injuries & Setbacks table are a regular outcome of going to zero hit points, and short of rare in-setting healing magic those disabilities stay, which can frustrate groups attached to keeping their characters physically whole.Character 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.