Pathfinder First Edition vs Shadow of the Weird Wizard
Compare Pathfinder First Edition and Shadow of the Weird Wizard side by side. See differences in complexity, dice, genre, cost, and more.
| Pathfinder First Edition | Shadow of the Weird Wizard | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Tactical, Crunchy, Character Building, High-Fantasy, Classic Fantasy, Dungeon Crawl, Vancian Casting | Heroic, Beginner-Friendly, Fast Sessions, GM-Friendly, Character Building |
| 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. | Roll d20 + modifier vs. target number 10. Boons and banes (d6s) modify the roll. Luck replaces traditional experience, driving both advancement and dramatic moments. |
| Dice | d20 | d20 |
| Complexity | Very High | Low |
| Accessibility | Very High | High |
| Runnability | Very High | High |
| License | Open Game License 1.0a | Weird Wizard SRD |
| Cost | Free | $$ |
| Publisher | Paizo Publishing, LLC | Schwalb Entertainment |
| Year | 2009 | 2024 |
| Best For | Groups who want long fantasy campaigns centered on detailed character development and tactical grid combat. | Groups who want a lighter, heroic take on the Shadow of the Demon Lord engine with fast play and deep character options. |
| 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. | Streamlined rules with few exceptions, novice/expert/master path system offers deep character combinations, Luck mechanic doubles as advancement and resource currency |
| 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. | Setting tightly coupled to core rules, shares most mechanics with Shadow of the Demon Lord |