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OpenQuest vs Pathfinder First Edition

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

OpenQuestPathfinder First Edition
GenreFantasyFantasy
Play StyleSkill-Based, Classless, Beginner-Friendly, Deadly, Sword & Sorcery, Mana Points, Roll to Cast, Theater of the Mind, Open Source, GM-FriendlyTactical, Crunchy, Character Building, High-Fantasy, Classic Fantasy, Dungeon Crawl, Vancian Casting
Core MechanicRoll d100 equal to or under a skill percentage to succeed. Doubles on a success (11, 22, 33) are critical successes; doubles on a failure are fumbles. Modifiers apply in meaningful increments of ±20% or ±50% only. Opposed tests have both sides roll, with the highest successful roll winning. Fortune points allow rerolls and can prevent character death.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.
Diced100d20
ComplexityLowVery High
AccessibilityVery HighVery High
RunnabilityVery HighVery High
LicenseCC BY 4.0 (SRD)Open Game License 1.0a
CostFreeFree
PublisherD101 GamesPaizo Publishing, LLC
Year20212009
Best ForGroups wanting a streamlined D100 fantasy system that retains the feel of classic BRP (deadly combat, three distinct magic systems, and percentile skills) without hit locations or fiddly modifiers.Groups who want long fantasy campaigns centered on detailed character development and tactical grid combat.
HighlightsThree magic systems (Personal Magic, Divine Magic, and Sorcery) each with distinct mechanics and progression. Simplified modifiers (±20% or ±50% only) reduce bookkeeping without sacrificing impact. Social combat subsystem handles fast talk, oratory, and intimidation with mechanical structure. Full SRD released under CC BY 4.0, which has spawned commercial derivatives like Jackals (Osprey Games).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.
ConsiderationsNo hit location system: groups wanting granular wound tracking should look to Mythras or RuneQuest. Low hit point totals make combat swingy from single lucky or unlucky rolls. Non-human character options (Ducks, Elves, Dwarves) are optional rules only.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.