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Mercs, Mages, and Monsters vs Pathfinder First Edition

Compare Mercs, Mages, and Monsters and Pathfinder First Edition side by side. See differences in complexity, dice, genre, and more.

Mercs, Mages, and MonstersPathfinder First Edition
GenreFantasyFantasy
TagsClassic Fantasy, Skill-Based, Tactical, Comedy, High-Fantasy, Roll to Cast, Character Building, Mission-BasedTactical, Crunchy, Character Building, High-Fantasy, Classic Fantasy, Dungeon Crawl, Vancian Casting
Core MechanicG.U.T.S. (General Understanding of The System): sum 3d8 and try to roll equal to or under your Trait Level (starts 8, capped at 17). The margin of success or failure is called the Success Level or Failure Level and scales the effectiveness of the action. Knack Mastery shifts the effective trait by −4 (Untrained) to +2 (Master). Difficulty adjustments (Very Easy to Very Hard) add or subtract 4 to 2 from the trait.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.
Dice3d8d20
ComplexityMediumVery High
AvailabilityFree quickstartFree core rules
Runnability3 of 5 book tools5 of 5 book tools
LicenseProprietaryOpen Game License 1.0a
Third-Party PublishingNot yet researchedNot yet researched
PublisherBad Toad GamesPaizo Publishing, LLC
Year20252009
LanguagesEnglishEnglish, French, German, Italian, Russian, Spanish
Best ForGroups who want a comedic high-fantasy adventure with mechanical breadth (mastery-tiered skills, three magic schools, twin crafting paths) paired with a simple roll-under core. Characters are sworn Members of a Guild taking hired contracts in the kingdom of Yogath, often unknowingly working for the Crown or a shadowy Consortium plotting against it.Groups who want long fantasy campaigns centered on detailed character development and tactical grid combat.
HighlightsRolling doubles on an attack triggers weapon-typed Status Effects (swords impale, blunts stun, axes amputate), so weapon choice shapes battlefield complications, not just damage. Mages can attempt spells above their Mastery tier, but a failed overcast rolls on a Miscast table that can escalate to a Wild Magic explosion damaging the caster and nearby allies. Elixirs grant a temporary trait buff offset by a matching Withdraw penalty once combat ends, making potion timing a tactical trade-off rather than free power.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.
ConsiderationsWeapon-typed Status Effects, weather penalties, and per-weapon damage tables add table-reference overhead during combat. The comedy-grim tone (Goblin Piss Paste as a crafting ingredient, an Iron Pan spell cast by yelling 'I cast iron pan!', a Mad Child King on the throne) will not fit groups expecting straight high-stakes fantasy. Adventures are built around Guild Contracts in the kingdom of Yogath, so dropping into a homebrew setting means reworking the Crown and Consortium hooks that drive published material.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.