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Pathfinder vs Swashbucklers of the 7 Skies

Compare Pathfinder and Swashbucklers of the 7 Skies side by side. See differences in complexity, dice, genre, cost, and more.

PathfinderSwashbucklers of the 7 Skies
GenreFantasyFantasy
Play StyleTactical, Crunchy, Character Building, Grid-Based, High-Fantasy, Dungeon Crawl, Lore-HeavyTag-Based, Fiction-First, Cinematic, Pirates, Ship-Based, Heroic
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 2d6 and keep the best two, then add the Modifier of a relevant Forte — a descriptive Quality ranked from Poor (−2) to Master (+6) — and compare the total to a Difficulty Rank's Target Number. Players narrate their own successes and failures, and may invoke Techniques to add dice or a flat +1 even after seeing the roll. Combat is resolved as a Duel, with each side splitting a 3d6 pool between attack and defense and the winning margin lowering the loser's Forte Ranks as damage.
Diced202d6 / 3d6
ComplexityHighMedium
AccessibilityVery HighMedium
RunnabilityVery HighHigh
LicenseORCProprietary
CostFree (ORC)$$
PublisherPaizoEvil Hat Productions
Year20232009
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 a swashbuckling campaign of sky-pirates and musketeers in an original floating-island world, are comfortable with a light narrative meta-currency, and want skyship battles that give four to six players distinct crew roles.
HighlightsComplete rules available free on Archives of Nethys. Three-action economy gives every turn meaningful tactical decisions. Character customization through ancestry feats, class feats, skill feats, and general feats at every level. Four degrees of success on every roll add granularity to outcomes.Players earn Style Dice by narrating their actions with flair and by leaning into their character's Foibles, then spend them to add dice, recover from damage, or assert new facts, tying mechanical advantage directly to dramatic play. Character abilities are broad descriptive Fortes such as "Colronan Musketeer" or "Sha-Ku Ruqrider," so a single Forte covers every related action at the table instead of a skill list while rooting the character in the setting. Before play the group sets explicit dials for firearm lethality, level of magic, and tone, letting the same setting run as cape-and-sword intrigue or deadly piracy.
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 requires selecting feats from multiple categories at every level, which can overwhelm new players.The Style Dice economy only drives play if the GM actively seeds and awards dice each session, and the genre-reward loop that powers the game stalls when it is left unmanaged. Starting koldun can take all seven Gifts cheaply and the magic stays deliberately open-ended, so it can overshadow other characters unless the GM sets the mysticism level beforehand. Skyship combat layers a multi-step crew sequence and a separate dice pool on top of personal combat, a sharp jump in table overhead from the otherwise light core.