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Pathfinder vs Ultraviolet Grasslands and the Black City

Compare Pathfinder and Ultraviolet Grasslands and the Black City side by side. See differences in complexity, dice, genre, cost, and more.

PathfinderUltraviolet Grasslands and the Black City
GenreFantasyFantasy, Scifi, Post-Apocalyptic
TagsTactical, Crunchy, Character Building, High-Fantasy, Dungeon Crawl, Lore-HeavyJourney, Exploration, Sandbox, Resource Management, Inventory Management, Random Tables, Improvisation, Strong GM Support, Gonzo, Weird
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 + the relevant stat + a trained skill bonus to exceed a target number. A natural 1 fails and a natural 20 succeeds. Advantage adds a die and keeps the better result; disadvantage keeps the worse result, and the two cancel. Some tests instead read the total on an outcome table.
Diced20d20
ComplexityHighHigh
AccessibilityVery HighHigh
RunnabilityVery HighVery High
LicenseORCProprietary
Third-Party PublishingCommercial publishing allowed — Open and compatibility licensesCommercial publishing allowed — When Time Fades compatibility license
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherPaizoExalted Funeral Press
Year20232019
LanguagesEnglish, French, German, Italian, Spanish, PortugueseEnglish, Portuguese
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 want a long science-fantasy caravan campaign centered on exploration, trade, and survival across an open-ended 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.Weekly travel procedures connect supplies and setbacks to the time available for exploration. Discoveries award experience for reaching and investigating unfamiliar places. Market research and trade-route investments let a caravan turn geographical knowledge into income.
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 included SEACAT rules are an excerpt rather than the complete engine, and most spells are omitted. A week of rest normally restores only one damaged attribute or condition. The setting includes slavery, drug addiction, and body horror.