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Pathfinder vs Ryuutama

Compare Pathfinder and Ryuutama side by side. See differences in complexity, dice, genre, cost, and more.

PathfinderRyuutama
GenreFantasyFantasy
Play StyleTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-HeavyExploration, Beginner-Friendly, Character-Driven, Narrative, Family, Atmospheric, Low-Prep
Core MechanicRoll d20 + modifier against a DC. Four degrees of success: critical success (beat DC by 10+), success, failure, and critical failure (miss by 10+). Each turn grants three actions to spend freely on strikes, movement, spellcasting, or other activities. Multi-attack penalty (-5/-10) discourages repeated strikes and encourages tactical variety.Roll two ability dice (d4–d12) and add them together vs. a target number. Four daily travel rolls (Condition, Travel, Direction, Camping) drive gameplay. Classes are travelers (farmers, merchants, healers, artisans), not warriors. The GM plays a Ryuujin (dragon person) who secretly guides the journey. Seasonal magic and terrain types shape encounters.
Diced20d4–d12
ComplexityHighLow
AccessibilityVery HighMedium
RunnabilityVery HighHigh
LicenseORCProprietary
CostFree (ORC)$$
PublisherPaizoKotodama Heavy Industries
Year20232015
Best ForGroups who want deep character customization, tactical grid combat with meaningful turn-by-turn decisions, and a richly detailed fantasy setting with free rules.Groups who want cozy, travel-focused adventures where the journey itself is the story: minstrels, merchants, and healers exploring a gentle fantasy world.
HighlightsThe three-action economy gives every turn the same three actions to spend on strikes, movement, or spells, so each turn is a fresh tactical decision. Characters customize through ancestry, class, skill, and general feats gained at nearly every level, letting builds diverge sharply within a single class. Four degrees of success, set by beating or missing the DC by 10, turn each roll into a range of outcomes rather than a binary result.Four daily travel rolls (Condition, Travel, Direction, Camping) make the journey the core gameplay loop, condition system tracks daily well-being mechanically, seven traveler classes (farmer, merchant, healer, etc.) instead of combat archetypes, seasonal magic system tied to terrain types
ConsiderationsNew players must learn the trait system, conditions, and four degrees of success before combat runs smoothly. Multi-attack penalty and numerous combat actions can slow turns for indecisive players. Character creation draws feats from ancestry, class, skill, and general pools at every level, making each build a slow step.Limited random tables for generating travel encounters, Ryuujin GM character has benediction powers that direct the narrative, combat system is simplified compared to travel mechanics, setting assumes a gentle-fantasy tone with no built-in support for darker themes