TTRPG Wiki

Compare tabletop RPG systems to find your next game

Pathfinder vs Scarlet Heroes

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

PathfinderScarlet Heroes
GenreFantasyFantasy
Play StyleTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-HeavySolo-Friendly, Sandbox, Dungeon Crawl, Low-Prep, Random Tables, Heroic, Ascending AC
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.Checks: roll 2d8 + attribute modifier + highest relevant trait vs. difficulty number. Attacks: roll d20 + attack bonus vs. AC 20. Unique damage conversion: each damage die reads individually (1 = 0, 2–5 = 1 point, 6–9 = 2 points, 10+ = 4 points), making a single hero viable against hordes. Heroes roll a Fray die each round to auto-damage lesser enemies.
Diced202d8 / d20
ComplexityHighLow
AccessibilityVery HighHigh
RunnabilityVery HighHigh
LicenseORCOGL 1.0a
CostFree (ORC)$$
PublisherPaizoSine Nomine Publishing
Year20232014
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.Solo players, duet groups (1 player + 1 GM), or anyone wanting to run classic old-school adventures without a full party: one hero can tackle any module.
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.Solo and duet scaling makes any old-school module playable with one hero, Fray die and damage conversion solve the action economy, solo oracle and adventure generators included, compatible with B/X and OSR modules, Red Tide setting included
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.Solo adventure tools require creative self-GMing, Red Tide setting is baked in (though easily reskinned), limited character options compared to full OSR games, older layout