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Pathfinder vs Symbaroum

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

PathfinderSymbaroum
GenreFantasyFantasy, Horror
TagsTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-HeavyDark Fantasy, Player-Only Rolls, Corruption, Exploration, Roll to Cast, Classless, Character Building, Tactical, Gritty, Lore-Heavy
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 and try to land equal to or under one of eight Attributes: Accurate, Cunning, Discreet, Persuasive, Quick, Resolute, Strong, and Vigilant. Opposed tests adjust that Attribute by 10 minus the opponent's relevant value, so a weak foe grants a bonus and a strong one imposes a penalty. Only players roll dice, so an enemy attack becomes a player Defense test and NPC stats appear as fixed modifiers on the player's roll.
Diced20d20
ComplexityHighMedium
AvailabilityFree core rulesFree quickstart
Runnability5 of 5 book tools5 of 5 book tools
LicenseORCSymbaroum Third-Party Tabletop Module License (version 1.0)
Third-Party PublishingCommercial publishing allowed — Open and compatibility licensesCommercial publishing allowed — Free League Free Tabletop License
Summary only, not legal advice. Check current terms before publishing.
PublisherPaizoFree League Publishing
Year20232015
LanguagesEnglish, French, German, Italian, Spanish, PortugueseEnglish, Swedish, French, German, Italian, Spanish, Portuguese
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 long-form dark fantasy expeditions into ancient ruins, where magic, cursed relics, and the darkest parts of the forest put each character's soul at risk of permanent taint.
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.Corruption turns casting and cursed relics into a gamble: temporary taint that pushes total Corruption to half a character's Resolute leaves permanent Corruption and a Stigma, a step toward becoming an abomination. Witchsight reads the colored Shadow of a creature, place, or object to expose corruption and deceit, at a temporary Corruption cost per attempt that rises with the ability's tier. Only players roll dice, turning every exchange into player attack, Defense, damage, and Armor rolls against fixed NPC values.
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.Mystic play carries steady bookkeeping: Corruption costs for learning and casting vary by tradition and tier, and temporary and permanent totals must be tracked against the threshold. Each hit passes through several steps (Armor reduction, damage against Toughness, and a Pain Threshold effect when one hit exceeds it), which adds bookkeeping in busy fights. The core book deliberately limits its setting to the region around Davokar; the lands south of the Titans and the broader world receive only brief mention.