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Pathfinder vs Tiny Dungeon

Compare Pathfinder and Tiny Dungeon side by side. See differences in complexity, dice, genre, cost, and more.

PathfinderTiny Dungeon
GenreFantasyFantasy
Play StyleTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-HeavyRules-Light, Beginner-Friendly, One-Shot Friendly, Low-Prep, Fast-Paced, Dungeon Crawl, Theater of the Mind, Heroic, Tag-Based
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 2d6: if any die shows 5 or 6, you succeed. Advantage grants 3d6; Disadvantage drops you to 1d6. No attributes, no skill list: Traits grant situational Advantage, and weapon Mastery/Proficiency determines combat dice.
Diced202d6
ComplexityHighVery Low
AccessibilityVery HighHigh
RunnabilityVery HighLow
LicenseORCProprietary (TinyD6)
CostFree (ORC)$$
PublisherPaizoGallant Knight Games
Year20232018
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 wanting fast, minimalist fantasy with almost zero rules overhead: character creation in minutes, core mechanic in one sentence, and tons of optional modules to bolt on.
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.Entire core rules fit in ~20 pages, character fits on an index card, huge trait list for customization without complexity, 17 included microsettings, extensive optional rules (martial disciplines, magic schools, ship combat) let you dial complexity up
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.Binary pass/fail with no degrees of success, fantasy-only (other TinyD6 games cover sci-fi), no built-in advancement by default (optional), very light on tactical depth