Pathfinder First Edition vs Questgiver
Compare Pathfinder First Edition and Questgiver side by side. See differences in complexity, dice, genre, cost, and more.
| Pathfinder First Edition | Questgiver | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Tactical, Crunchy, Character Building, High-Fantasy, Classic Fantasy, Dungeon Crawl, Vancian Casting | Comedy, Rules-Light, Beginner-Friendly, One-Shot Friendly, Improvisation, GM-Friendly |
| Core Mechanic | 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. | Describe an action and roll a pool of d6s equal to your level in a relevant skill, then compare the total against an opposing roll. Opposition is either another character's roll or a difficulty pool the GM rolls, from 1d6 for easy up to 4d6 for nearly impossible. Rolling all sixes earns a new, more specific skill one level higher than the one just used. Every failed roll grants 1 XP. Spent XP turns a die into a six to raise a skill, but never rewrites the roll that earned it. |
| Dice | d20 | d6 dice pool |
| Complexity | Very High | Very Low |
| Accessibility | Very High | Very High |
| Runnability | Very High | Low |
| License | Open Game License 1.0a | ORC License |
| Cost | Free | Free |
| Publisher | Paizo Publishing, LLC | Kent Malosh |
| Year | 2009 | 2025 |
| Best For | Groups who want long fantasy campaigns centered on detailed character development and tactical grid combat. | Comedy-focused groups who want a low-prep competitive party game built around performing absurd challenges for points, rather than a traditional fantasy campaign with combat and character progression. It works well for one-shots or short runs, and even for dropping a familiar character from another game into a single guest episode. |
| Highlights | 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. | Rolling all sixes on an attempt grants a brand-new skill one level higher than the one used, so characters grow directly out of the actions players choose to try. Every failed roll banks a point of experience toward upgrading a skill, so failing at the table always feeds progress instead of stalling it. During the solo Endeavors, each contestant's attempt is submitted in secret and then played out in an order the host chooses, building game-show reveal tension into every round. |
| Considerations | 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. | Character creation carries no mechanical weight, since the creature type, quirk, and personality options are roleplay flavor that never affects a roll. Most quests are scored however the host decides unless the quest states its own criteria, which can frustrate players who want transparent win conditions. There are no rules for combat, injury, or death, so groups wanting a mechanically consequential fantasy adventure will not find one here. |