Pathfinder vs The Riddle of Steel
Compare Pathfinder and The Riddle of Steel side by side. See differences in complexity, dice, genre, cost, and more.
| Pathfinder | The Riddle of Steel | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Tactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-Heavy | Tactical, Combat-Heavy, Deadly, Gritty, Simulation, Crunchy, Character-Driven, Freeform Magic, Classless, Lore-Heavy |
| Core Mechanic | Roll 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 pool of d10s against a Target Number. Each die that meets or beats it is a success. Skill Tests roll an attribute's dice against the Skill Rating, where lower is better. Melee draws dice from a Combat Pool (Reflex plus Proficiency) that must cover attack and defense across a round's two exchanges. Spiritual Attributes add dice when a roll serves their stated focus. |
| Dice | d20 | d10 dice pool |
| Complexity | High | High |
| Accessibility | Very High | Very Low |
| Runnability | Very High | High |
| License | ORC | All Rights Reserved |
| Third-Party Publishing | Commercial publishing allowed — Open and compatibility licenses | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | Free | Unavailable |
| Publisher | Paizo | Driftwood Publishing |
| Year | 2023 | 2002 |
| Languages | English, French, German, Italian, Spanish, Portuguese | English |
| Best For | Groups 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 deadly, historically grounded melee decided by how fighters split their dice. It suits campaigns the Seneschal builds around each character's passions, drives, and destinies. |
| Highlights | The 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. | Secret red-or-white die declarations and Combat Pool splits make each exchange a contest of reading the opponent. Points earned by acting on Spiritual Attributes add dice in play and also pay for advancement, rewarding characters who pursue their convictions. Sorcerers build spells on the fly from nine Vagaries, and each casting risks months of aging. |
| Considerations | New 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. | There are no hit points, and one solid hit can kill a character outright. Sorcery is deliberately unbalanced against fighters, leaving the Seneschal to rein in sorcerer characters. Mass combat gets only an abstract contested Strategy roll, with no dedicated procedures for naval battles or sieges. |