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Pathfinder vs Those Who Wander

Compare Pathfinder and Those Who Wander side by side. See differences in complexity, dice, genre, cost, and more.

PathfinderThose Who Wander
GenreFantasyFantasy
Play StyleTactical, Crunchy, Combat-Heavy, Character Building, Dungeon Crawl, High-Fantasy, Grid-Based, Heroic, Ascending AC, Exploration, Classic Fantasy, Lore-HeavyHeroic, High-Fantasy, Character Building, Classless, Tactical, Worldbuilding, Vancian Casting, Crunchy
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 d20 + ability bonus + proficiency bonus against a Difficulty Score. Abilities use direct modifiers (−1 to +5) instead of base scores, removing a calculation step from every roll. Character progression replaces classes and levels with a 20-step path: at each step you choose between two or more diverging features, and prerequisites gate later options.
Diced20d20
ComplexityHighMedium
AccessibilityVery HighHigh
CommunityVery HighLow
LicenseORCProprietary (free Essential Rules quickstart)
CostFree (ORC)$$
PublisherPaizoGnome Made Games
Year20232022
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 familiar with d20 fantasy who want deeper character customization, inclusive design covering any parentage pairing and accessibility for disabled characters, and long campaigns where each hero's 20-step path diverges from the rest of the party.
HighlightsComplete rules available free on Archives of Nethys. Three-action economy gives every turn meaningful tactical decisions. Character customization through ancestry feats, class feats, skill feats, and general feats at every level. Four degrees of success on every roll add granularity to outcomes.Parentage system inherits traits from any two birth parents across 15 peoples (dwarven, elven, human, halfling, avian, celestial, draconic, genie, gnoll, gnomish, goblin, kobold, infernal, orc, plus Complex Parentage) for hundreds of pairing combinations. Accessibility rules treat Blind and Deaf characters as mechanically viable heroes and integrate prosthetics and wheelchairs as part of the character. The 20-step branching progression replaces classes and levels — each step is a choice between two or more features that gate further specializations. Awakening heirlooms (weapons, armor, trinkets) gain new properties as characters take steps, growing in power and personality alongside their owner.
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 requires selecting feats from multiple categories at every level, which can overwhelm new players.477-page rulebook with substantial mechanical innovation in character creation requires significant reading before a first session. No adventures are included in the core rules — GMs must design their own scenarios or source from d20-compatible content. The steps system departs from familiar level/class structure, so players coming from d20 fantasy must learn a new progression model. No native rolled initiative — the storyteller chooses one of four ability-based turn-order methods at the start of each combat.