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Pathfinder vs The Last Book

Compare Pathfinder and The Last Book side by side. See differences in complexity, dice, genre, cost, and more.

PathfinderThe Last Book
GenreFantasyFantasy
Play StyleTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-HeavyCrunchy, Tactical, Simulation, Character Building, Classless, Deadly, Sword & Sorcery
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.The Last Book uses two resolution systems. Skill and attribute checks roll d100 under a calculated success chance, and how far under the number sets the success margin. Combat is an opposed contest where each side rolls 2d6 and adds a maneuver rating, and the higher total wins the exchange. The margin of victory, called Strike Severity, is added as bonus damage.
Diced20d100, 2d6
ComplexityHighHigh
AccessibilityVery HighVery High
RunnabilityVery HighMedium
LicenseORCAll Rights Reserved
CostFree (ORC)Free / $
PublisherPaizoPatrick White
Year20232026
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 enjoy 1980s-style point-buy character building and granular, location-based tactical combat, and want that level of crunch set in a violent sword and sorcery desert world.
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 margin by which a 2d6 attack contest beats the defense becomes Strike Severity and is added to damage, so cleanly won exchanges hit harder rather than only landing. Attackers can aim for a specific body location such as the head or vitals, trading an accuracy penalty for effects like multiplied damage or a chance to cripple a limb. Esoteric Alchemy builds potions from five reagent types that each carry their own laws and effects, letting an alchemist mix custom concoctions instead of drawing from a fixed list.
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.The game runs on two separate resolution engines, a d100 roll-under for skills and a 2d6 opposed contest for combat, so players learn and switch between two different systems. Resolving one attack can involve wound level, strike location, vulnerability and status, encumbrance, and lighting at the same time, which keeps combat deliberate and slow. Character death is largely permanent and crippling injuries can persist well beyond a fight, so losing a heavily built character is a real risk.