Mistfall: Armageddon vs Pathfinder
Compare Mistfall: Armageddon and Pathfinder side by side. See differences in complexity, dice, genre, and more.
| Mistfall: Armageddon | Pathfinder | |
|---|---|---|
| Genre | Fantasy, Modern | Fantasy |
| Tags | Urban Fantasy, Dark Fantasy, Freeform Magic, Corruption, Character-Driven, Character Building, Crunchy, Lore-Heavy, Social Combat, Narrative | Tactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-Heavy |
| Core Mechanic | A check adds a characteristic and a Skill die, then subtracts a Fate die, and succeeds when the total equals or beats a Challenge Level from 1 to 30. Skill rank sets the Skill die, from d4 untrained up to d20 plus d4 at rank seven. Each hindering element in the scene adds a rank of Fate, stepping the Fate die from d4 up to d20. A total below 1 is a Bane that brings a major complication. A total of double the Challenge Level or more is a heroic triumph that earns a Boon. Players roll for their own actions and for defense against adversaries. | 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. |
| Dice | d4–d20 | d20 |
| Complexity | High | High |
| Availability | Free quickstart | Free core rules |
| Runnability | 3 of 5 book tools | 5 of 5 book tools |
| License | All Rights Reserved | ORC |
| Third-Party Publishing | Noncommercial only — Fair Use Conditions printed in the rulebook | Commercial publishing allowed — Open and compatibility licenses |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | 7th Reality Games | Paizo |
| Year | 2026 | 2023 |
| Languages | English | English, French, German, Italian, Spanish, Portuguese |
| Best For | Groups who want long urban-fantasy campaigns built around each character's personal nemesis, with deep investment in interlocking talents, traits and freeform magic. | Groups who want deep character customization, tactical grid combat with meaningful turn-by-turn decisions, and a richly detailed fantasy setting with free rules. |
| Highlights | Each player designs a personal nemesis, and confronting it at the climax of a Nemesis Cycle (nine sessions is the recommended length) grants Edge win or lose and a characteristic increase on a win. Spells are assembled from manifestations and tags, with larger combinations costing more Soul on the caster's Corruption tracker. Damage to a player character lands on six status trackers tied to the six characteristics, so a social or financial attack wears down Influence or Affluence the way a blade wears down Physicality. | 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. |
| Considerations | The core book contains no ready-to-play adventure, so a first session needs the free Quick Start scenario or material the Narrator builds. Character creation runs ten steps and ends with each player co-designing a nemesis, which makes it a full Session Zero activity. The mechanical content is dark: the Insanity injury table includes self-harm and suicidal ideation, and Warlock patrons can demand the blood sacrifice of an innocent. | 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. |