This table compares Dungeons and Dragons 5th edition with some of its contemporaries:

Basics

5eOSE ClassicFG&GPathfinder 2eFTD
Pages320p PHB + 352 MM + 320p DMG297p384p642p PCR + 362p Bestiary + 258p Gamemastery Guide49 big pages
Released20142018201220192019
House Ruleshouse rules encouraged, with variants/optional rules in the text, although it does offer more specifics than old-school gameshouse rules encouragedhouse rules encouragedhouse rules encouraged, although it does offer more specifics than old-school gameshouse rules encouraged

Character and Progression

5eOSE ClassicFG&GPathfinder 2eFTD
Ability Scoresroll 4d6 drop lowest, or use point buyroll 3d6 down the lineGM chooses one of four methods: 3d6 down the line, 4d6 drop lowest, 4d4+2, or point buy. Warriors with 18 strength also roll/buy an exceptional strength percentage.start with 10 of all, get ability boostsroll 3d6 down the line, swap up to two. Non-humans instead fix two scores at 13.
Classes12 core classes7 classes9 classes, grouped into 4 categories8 core classes4 classes
Ancestries9 core ancestries, incl. Dragonborn and Tieflingrace is part of class; human, elf, dwarf, halfling6 ancestries; non-human ancestries have restrictions on classes6 core ancestries; half-orcs and half-elves count as humans, incl. goblinshuman, elf, dwarf, halfling; minimal race features
Subclassesarchetype/subclass by level 3no archetypeswizards can be generalist mages or specialize in a school of magic. Humans may dual-class. Demi-humans may multi-class.archetypes integrated into feat system3 archetypes per class, available at level 3
Featssmall mix-and-match feat systemno featsall characters get Combat Skill Points (CSP) to gain skill in new weapon types or other combat methodshuge mix-and-match feat systempick class features, but otherwise no feats
XPXP from defeating monsters, or milestone XPXP = gp and from defeating monstersawarded at GM’s discretion for coming out victorious in situations of true danger, with suggestions based on creature HD and special abilitiesXP awarded for accomplishments, overcoming adversaries, and dealing with hazards. Always 1000 to next level; amount awarded based on difference between party level and threat levelXP = gp
Checksd20 + ability mod + proficiency bonus vs DC 10roll d20 under ability scoreroll 1d20 + modifiers below relevant ability score. Attack rolls are 1d20 + modifiers >= THACO - AC. It is good to have Low AC. Some skills are d% roll-under.d20 + ability mod + best of each type of bonus + worst of each type of penalty vs DC 10like 5e but default DC is 11
Skillsability and skill proficiency is a checkboxthief skills that only thieves may roll forbuy non-combat skills; some are class-limited. Thieves have % thieving skills; assign 15 x 2 points per levelproficiency in four steps (TEML); no ability proficiencyability proficiency is checkbox granted by class; “skills” are looser proficient checks

Gear and Adventure

5eOSE ClassicFG&GPathfinder 2eFTD
Equipsequipment listsequipment listsequipment listsequipment listsstreamlined armor and weapon rules
Magic Item Limitlimit three requiring attunementno particular limit other than comfortable wear and one ring per handone magic item per part of the body; slots listed in tableup to 10 worn magic itemsCHA mod limits magic items worn
Encumbrancecan carry “enough that you don’t have to worry about it”; measure in pounds w/ optional encumbrance rulesencumbrance optional; may track it for treasure only or for every item. Measured in coins (1/10th pound)encumbrance limits on both carrying weight (lbs) and carrying capacity (object count by size)encumbrance is measured in Bulk; encumbered if exceeds 5 + Str modifier, can’t carry more than 10 + Str modifierencumbrance is measured in load, can’t exceed STR
Lighttrack torches (cheap but bulky) or use light cantripbuy adventuring gear and count torches, etctrack torches by unit; light sources have radius and time per fuel unit listedtrack torches (cheap but bulky), invest in everburning torch, or use light cantripsupply (SUP) used to replenish expendable items like torches and arrows; limited by INT. Or use Illuminate cantrip (requires concentration)
Durabilityitems don’t wear down from useitems don’t wear down from useitems don’t wear down from use; rules for fire/acid/etc damageitems don’t wear down from userules for item durability and repairs
Friendly/Unfriendly Reactionsno reaction roll rules, though DMG suggests a way of handling Charisma checks at the climax of a conversationReaction rolls for NPC’s initial impression of partyReaction rolls for NPC’s initial impression of partyno reaction roll rulesReaction rolls for NPC’s initial impression of party
Trapstraps are usually spotted with passive Wisdom (Perception). No particular “disarm trap action”. Disarming depends on trap type, often a Dexterity check using proficient thieves’s tools. Any class can be a disarmer.Separate kinds of rolls for searching rooms for room traps vs searching an item/chest for treasure traps. Repeat treasure trap roll to disarm it. You typically need a good thief to safely disarm treasure traps, but anyone can potentially find room traps.Thieves have a % Find/Remove Traps skill. To find traps, the thief says they’re searching a single object or 10’ area and the GM rolls in secret. To disarm a found trap, the thief must roll below their skill + modifiers. Only 96-100 springs the trap.hazards (traps) are spotted with Perception score vs hazard’s Stealth DC. Typically safely disabled with the Disable a Device action of the Thievery skill. (similar rules for environmental hazards vs Nature/Survival, and hauntings vs Occultism/Religion)Traps MUST be forewarned by the GM with narrative clues, but GM doesn’t have to allow a check to perceive, disarm, or avoid a trap.
Random Encountershas rules for random encounters. Sample tables for random encounters in cities, in a sylvan forest, at sea, and underwater, but weirdly not inside a dungeon.wandering monsters rules, with frequency based on noise level and type of environment. Typically a 1-in-6 chance once every two turns (20 minutes)instructions for making random encounter tables using the provided bestiary, incl non-monster encounters. Advises to never force PCs into an untenable fight. Frequency up to GMrules for random encounters in hexploration, but not dungeonsone travel turn each in-fiction hour and rolls for encroaching threats

Combat

5eOSE ClassicFG&GPathfinder 2eFTD
Combat Actionsindividual turns; move + 1 “main” action (may include multiple attacks) + 1 bonus action + an object interact, plus 1 reaction per roundside turns; first doing everybody’s movement, then missile attacks, then spells, then melee. if casting spell, must declare before round’s initiative and take no other movement or other actions. Initiative is a d6 rolled every round, and tie = both sides go simultaneously. (Optional rule for individual turns)side turns; every round, GM decides monster actions, then PCs declare actions, then 1d10 initiative is rolled per party. Actions are resolved in order of initiative. Some actions delay an individual’s initiative. Characters generally get one action per turn, which may allow full, half, or no movement. Tie = both sides go simultaneously.individual turns; 3 actions per combat turn, plus 1 reaction per round. Some things require more than one actionindividual turns; One each of an active action, a movement action, and quick action
AoOanybody can do attacks of opportunityno attacks of opportunityno attacks of opportunitycertain classes get reactions like Attack of Opportunity; typically fighters or characters who take the fighter archetypeno attacks of opportunity
Critsattack is critical hit on a nat 20; damage dice are doubledno critical hitsno critical hitscritical success integrated into all parts of the game. nat 20 or beat DC by 10 for crit. critical success on Strike action doubles damageattack is critical hit on a nat 20; damage is doubled. damage against players is doubled if they roll a 1 on their save.
Zero HPHP can never go below zeroHP can never go below zeroHP can never go below zeroHP can never go below zero (it could in PF1)HP can never go below zero
Restslong rest = full recoverya full day of rest = 1d3 hit points recovered. for adventurers, usually combined with a cleric’s magical healingnaturally 1 HP per day, complete bed rest 3 HP per day. Usually combined with magical healing.8 hour rest = recover Con modifier HP. Full day rest = Con modifier (min 1) * 2 * levelrecover 1 HP per level per night of safe rest, or 1 HP per night of unsafe rest
Deathsincapacitated and dying at 0 HP, “first to 3” death saves. Any healing lets them get up and clears saves0 HP = dead.0 HP = dead.incapacitated at 0 HP and gain the dying 1 condition. Each turn, roll to see if it gets better or worse. Death at dying 4. Dying converts to wounded after healing; which increases the severity of dying condition when you go down.incapacitated at 0; 1 min or until end of fight to stabilize with an ability check or healing spell. Then roll on injury table; may lose stats, body parts, or fail to stabilize.
Raising the DeadRevifify, Raise Dead, Reincarnate, Resurrection, True Resurrection, WishRaise Dead, temporary feeblenessRaise Dead, Resurrection, similar spells. Must roll CON-resurrection chance check each time and pay 1 CON.Raise Dead, Revival, Reincarnate, Resurrect, etcdead means dead
Moraleoptional rule for morale checks (Wisdom based)morale checks (based on monster morale rating vs 2d6)morale checks (based on monster morale rating vs 2d10)no morale checksMorale Checks (WIS based)
Balancecombat encounters are generally balanced in a rough sense of the word, based on monster CR vs party level. Character classes are roughly balanced but exploitation of magic is expected at high levels.loose balance; risk vs reward present. Monsters have a listed HD, but many monsters are too tough to fight, and players will need to know when to run. Especially high lethality for those who fight too often. Class balance is OK, but the basic thief is a weaker combatant than one might expect.loose balance; risk vs reward present. Monsters have a listed HD, but many monsters are too tough to fight, and players will need to know when to run. Class balance in combat is mixed, e.g. mages weak early, rangers weak at the end, thieves always weak in battle; some multiclasses very strong.combat encounters are generally tactical and balanced. Character classes are tightly balanced, with martial characters being more fantastical than 5e counterparts.loose balance; risk vs reward present. Monsters have a listed HD, but many monsters are too tough to fight, and players will need to know when to run. Character classes are balanced, with spells (especially vs foes) being more difficult to control.

Magic

5eOSE ClassicFG&GPF2eFTD
Spell Organizationeight spell schools; classes have distinct spell lists with some overlapcleric and magic-user spell lists with some overlapwizard and priest spell lists with some overlap; nine schoolsfour spell traditions associated with particular classes: arcane, divine, occult, primal. Eight schoolsarcane and divine spell lists, some overlap
Cantrips (free spells)casters get cantrips, including ranged attacks like Fire Boltno caster cantrips. Magic-Users, not even able to use slings, are extremely vulnerable in combatno caster cantrips; wizards will probably use slingscantrips, including ranged attacks like Acid Splashcasters get cantrips, but no cantrips that do damage
Spell rollsonly certain spells require a roll to succeed. (spells that make attack rolls are considered attacks.) Spells are reliableno check needed to cast spellsno check needed to cast spellsonly “spell attacks” require a roll to succeed. Spells are reliablespells that target enemies are always an attack. spellcasting check always required, or suffer mishap
Spell Prepwizards can cast a prepared spell any number of times, if they have available spell slotswizards prepare individual spellcasts into spell slotswizards prepare individual spellcasts into spell slotswizards prepare individual spellcasts into spell slotswizards can cast any known spell, if they have available spell slots
Spell Recoverymost casters recover all spell slots after a long rest. Warlocks have fewer slots but recover them after short rest.casters can prepare spells for all spell slots after a good night’s restcasters can prepare spells for all spell slots after a good night’s restcasters can prepare spells for all spell slots after a good night’s restcasters recover all spell slots after a good night’s rest
Scrollscan only cast the spell of a scroll if it is on your class’s spell list, or you have the Thief rogue’s Use Magic Device feature. Wizards may attempt to copy wizard spells from scrolls into their spellbook. As a downtime activity, casters can craft scrolls to cast spells they know.only casters and thieves of 11th level or higher may read spell scrolls. Only arcane spell casters can use scrolls of arcane spells and only divine spell casters can use scrolls of divine spells. In addition, arcane casters must cast Read Magic to identify and study the scroll to activate it later. Scrolls are created by high-level casters in lore, but there are no player rules for creating them.only a wizard can read wizard scrolls, only a priest can read priest scrolls, high level thieves and bards can read any spell scroll.can only cast the spell of a scroll if it is on your class’s spell list, or using the Trick Magic Item feat. Spell scrolls are craftable as long as the spell is cast in the presence of the crafter.characters without spellcasting can’t use scrolls. Procedure for scroll crafting is vague.
Savessaves are just appropriate ability checkssaves use special scores for death, wands, paralysis, breath attacks, spells not related to ability scoressaves use special scores for death, wands, paralysis, breath attacks, spells not related to ability scoressaves are Fortitude (w/ CON), Reflex (w/ DEX), and Will (w/ WIS). Can become proficient in eachsaves are just appropriate ability checks

Time

5eOSE ClassicFG&GPathfinder 2eFTD
Overland Travel Timecan normally travel 24 miles in an 8 hour day5 ft base movement = 1 mile per day. Normally means 24 miles per day.travel speed is twice their movement value in miles over 10 hours; normally 24 milestravel based on Speed; 20 miles per day for typical humanstravel 10 + STR mod miles per day
Adventure Timeadvises “a scale of minutes” but leaves it to GM discretionTime is tracked in turns (10 minute increments), with checks for wandering monsters, spell durations, light sources, etc occurring once per turn.time is up to GM discretion, but advises “turns” of ten muntesadvises “the nearest 10-minute increment” but leaves it to GM discretiontime tracking expected; track the hour with time dice.
Round Timerounds are 6 secondsrounds are 10 secondsrounds are roughly a minuterounds are 6 secondsrounds are 6 seconds
Downtimedowntime rules present (in Xanthar’s)no downtime rules, though high level characters can build strongholdsno downtime rulesdowntime rules presentno downtime rules