Pathfinder First Edition vs Wicked Ones
Compare Pathfinder First Edition and Wicked Ones side by side. See differences in complexity, dice, genre, cost, and more.
| Pathfinder First Edition | Wicked Ones | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Tactical, Crunchy, Character Building, High-Fantasy, Classic Fantasy, Dungeon Crawl, Vancian Casting | Base-Building, Domain Management, Faction Play, Sandbox, Playbook-Driven, Fiction-First, CC-Licensed Rules |
| 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. | Build a pool of d6s equal to your action rating and keep the single highest die: a 6 succeeds, a 4 or 5 succeeds with a consequence, and a 1 to 3 fails. Before the roll the GM sets position and effect, which fix how bad the consequence can be and how much the action accomplishes. Stress can be spent to push a roll or resist a consequence. |
| Dice | d20 | d6 dice pool |
| Complexity | Very High | High |
| Accessibility | Very High | Very High |
| Runnability | Very High | Very High |
| License | Open Game License 1.0a | CC0 1.0 |
| Cost | Free | Free |
| Publisher | Paizo Publishing, LLC | Bandit Camp |
| Year | 2009 | 2020 |
| Best For | Groups who want long fantasy campaigns centered on detailed character development and tactical grid combat. | Groups who like the fiction-first Forged in the Dark engine and want to flip the dungeon crawl: instead of raiding a dungeon they build, grow, and defend one as its monstrous residents across a long campaign. It rewards tables that enjoy a strategic hoard-and-tier economy layered on villain-POV roleplay, and that are willing to set tone and safety expectations up front given the evil-protagonist premise. |
| 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. | Players design their own dungeon during downtime and later roll its traps and defenses against invaders, which turns base-building into the game's central strategic layer. Giving in to a monster's Dark Impulse earns a Dark Heart to spend for a bonus die, so playing to your character's worst instincts is rewarded rather than left as flavor. The four-phase cycle feeds each raid's fallout back as calamity and blowback that summon heroes to your door, so the campaign escalates its own stakes without the GM inventing threats by hand. |
| 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. | The three magic disciplines have no fixed spell lists, so a spell's power is decided by the GM in the moment. During a dungeon invasion the player characters cannot leave the sanctum, so most of the defense is run through minions and traps until the heroes reach the final room. There is no published setting, so each group must build its own region and factions before raiding can begin. |