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Pathfinder vs Swords & Wizardry

Compare Pathfinder and Swords & Wizardry side by side. See differences in complexity, dice, genre, cost, and more.

PathfinderSwords & Wizardry
GenreFantasyFantasy
Play StyleTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-HeavyClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Ascending AC, Descending AC, Domain Management, Theater of the Mind
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 a d20 to hit, comparing the result to the target's Armor Class using either ascending bonuses or the original descending-AC math. A single saving throw number, adjusted by class, resolves every save against poison, magic, breath, and the rest.
Diced20d20
ComplexityHighLow
AccessibilityVery HighVery High
RunnabilityVery HighHigh
LicenseORCAll Rights Reserved
CostFree (ORC)Free (SRD) / $$
PublisherPaizoMythmere Games
Year20232023
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.Players who want a clean, flexible retroclone of original-style fantasy for old-school dungeon crawling and sandbox campaigns that grow into domain play.
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.Every character uses a single saving throw number modified by class, replacing the five-category save table of the games it emulates. Combat supports both ascending and descending Armor Class with parallel to-hit rules, so groups can use modern or original-style math from one book. Name-level characters can clear and hold wilderness to found strongholds, with random-castle and freehold rules turning late play into domain management.
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.Character death comes fast at low levels, where first-level hit points are often low enough for a single hit to be lethal. Spellcasters prepare a fixed list of spells in advance and expend each on casting, with no flexible at-will magic. Many situations are resolved by Referee ruling rather than codified procedure.