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OSRIC vs Pathfinder First Edition

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

OSRICPathfinder First Edition
GenreFantasyFantasy
Play StyleDungeon Crawl, Tactical, High-Fantasy, Character Building, Theater of the Mind, Heroic, Descending AC, Vancian CastingTactical, Crunchy, Character Building, High-Fantasy, Classic Fantasy, Dungeon Crawl, Vancian Casting
Core MechanicRoll d20 + modifiers vs. target numbers (THAC0/AC for combat, saving throws for hazards). Ability scores rolled on 3d6, class and level determine hit dice, spells, and abilities. GM acts as referee for rulings.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
RunnabilityMediumVery High
LicenseAELF + CC BY 4.0 (SRD 5.1)Open Game License 1.0a
CostFreeFree
PublisherMythmere GamesPaizo Publishing, LLC
Year20252009
Best ForPlayers who want the classic AD&D 1e experience with cleaner organization, well-defined rules for combat and spells, and a huge library of compatible OSR content.Groups who want long fantasy campaigns centered on detailed character development and tactical grid combat.
HighlightsFaithful AD&D 1e rules reorganized for clarity, large back-catalog of compatible adventures, middle-ground complexity between B/X and modern D&D, free PDF availableEleven 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.
ConsiderationsDeliberately old-school: THAC0 and descending AC may confuse modern players, less balanced than modern systems, relies heavily on GM rulings, limited character customization compared to newer gamesCharacter 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.