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Pathfinder vs TALES From the Loom

Compare Pathfinder and TALES From the Loom side by side. See differences in complexity, dice, genre, cost, and more.

PathfinderTALES From the Loom
GenreFantasyFantasy
TagsTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-HeavyCharacter Building, Collaborative, Crunchy, Deadly, Exploration, Freeform Magic, Journaling, Narrative, Tactical, Worldbuilding
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.Players roll a pool of d6s and count dice that meet or exceed a success threshold, usually 4+. They compare the successes with a GM-set difficulty rating. Three or more matching results create a WARP on a hit or a WEFT on a miss. The player then describes an extra benefit or a costly success, subject to GM approval.
Diced20d6 dice pool
ComplexityHighHigh
AccessibilityVery HighVery High
RunnabilityVery HighMedium
LicenseORCProprietary
Third-Party PublishingCommercial publishing allowed — Open and compatibility licensesNo verified route found
Summary only, not legal advice. Check current terms before publishing.
CostFreeFree
PublisherPaizoJarren Magnell
Year20232025
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 that want deep character customization, collaborative worldbuilding, and a GM comfortable adjudicating player-created magic.
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.The Weaving system prices player-created spells by tier and effect, giving each caster a distinct magical toolkit. WARPS and WEFTS turn matching dice into player-described benefits or complications, distributing narrative authority when matching results trigger. Reflections reward between-session character journaling with a bonus die on a later non-combat skill roll.
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.Freeform spell creation requires players and the GM to negotiate effects, costs, and scope. Combat uses abstract range and speed bands, so it does not provide grid-based positioning. Characters die at 0 Wounds by default, although an optional rule permits survival with a permanent reduction.