This table compares Dungeons and Dragons 5th edition with some of its contemporaries:
- Old-School Essentials Classic Fantasy, a popular retroclone of the 1980s Dungeons and Dragons Basic/Expert set.
- For Gold & Glory, a retroclone of AD&D 2nd edition.
- Pathfinder Second Edition.
- Five Torches Deep, a minimalistic 5e.
Basics
5e | OSE Classic | FG&G | Pathfinder 2e | FTD | |
---|---|---|---|---|---|
Pages | 320p PHB + 352 MM + 320p DMG | 297p | 384p | 642p PCR + 362p Bestiary + 258p Gamemastery Guide | 49 big pages |
Released | 2014 | 2018 | 2012 | 2019 | 2019 |
House Rules | house rules encouraged, with variants/optional rules in the text, although it does offer more specifics than old-school games | house rules encouraged | house rules encouraged | house rules encouraged, although it does offer more specifics than old-school games | house rules encouraged |
Character and Progression
5e | OSE Classic | FG&G | Pathfinder 2e | FTD | |
---|---|---|---|---|---|
Ability Scores | roll 4d6 drop lowest, or use point buy | roll 3d6 down the line | GM 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 boosts | roll 3d6 down the line, swap up to two. Non-humans instead fix two scores at 13. |
Classes | 12 core classes | 7 classes | 9 classes, grouped into 4 categories | 8 core classes | 4 classes |
Ancestries | 9 core ancestries, incl. Dragonborn and Tiefling | race is part of class; human, elf, dwarf, halfling | 6 ancestries; non-human ancestries have restrictions on classes | 6 core ancestries; half-orcs and half-elves count as humans, incl. goblins | human, elf, dwarf, halfling; minimal race features |
Subclasses | archetype/subclass by level 3 | no archetypes | wizards can be generalist mages or specialize in a school of magic. Humans may dual-class. Demi-humans may multi-class. | archetypes integrated into feat system | 3 archetypes per class, available at level 3 |
Feats | small mix-and-match feat system | no feats | all characters get Combat Skill Points (CSP) to gain skill in new weapon types or other combat methods | huge mix-and-match feat system | pick class features, but otherwise no feats |
XP | XP from defeating monsters, or milestone XP | XP = gp and from defeating monsters | awarded at GM’s discretion for coming out victorious in situations of true danger, with suggestions based on creature HD and special abilities | XP awarded for accomplishments, overcoming adversaries, and dealing with hazards. Always 1000 to next level; amount awarded based on difference between party level and threat level | XP = gp |
Checks | d20 + ability mod + proficiency bonus vs DC 10 | roll d20 under ability score | roll 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 10 | like 5e but default DC is 11 |
Skills | ability and skill proficiency is a checkbox | thief skills that only thieves may roll for | buy non-combat skills; some are class-limited. Thieves have % thieving skills; assign 15 x 2 points per level | proficiency in four steps (TEML); no ability proficiency | ability proficiency is checkbox granted by class; “skills” are looser proficient checks |
Gear and Adventure
5e | OSE Classic | FG&G | Pathfinder 2e | FTD | |
---|---|---|---|---|---|
Equips | equipment lists | equipment lists | equipment lists | equipment lists | streamlined armor and weapon rules |
Magic Item Limit | limit three requiring attunement | no particular limit other than comfortable wear and one ring per hand | one magic item per part of the body; slots listed in table | up to 10 worn magic items | CHA mod limits magic items worn |
Encumbrance | can carry “enough that you don’t have to worry about it”; measure in pounds w/ optional encumbrance rules | encumbrance 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 modifier | encumbrance is measured in load, can’t exceed STR |
Light | track torches (cheap but bulky) or use light cantrip | buy adventuring gear and count torches, etc | track torches by unit; light sources have radius and time per fuel unit listed | track torches (cheap but bulky), invest in everburning torch, or use light cantrip | supply (SUP) used to replenish expendable items like torches and arrows; limited by INT. Or use Illuminate cantrip (requires concentration) |
Durability | items don’t wear down from use | items don’t wear down from use | items don’t wear down from use; rules for fire/acid/etc damage | items don’t wear down from use | rules for item durability and repairs |
Friendly/Unfriendly Reactions | no reaction roll rules, though DMG suggests a way of handling Charisma checks at the climax of a conversation | Reaction rolls for NPC’s initial impression of party | Reaction rolls for NPC’s initial impression of party | no reaction roll rules | Reaction rolls for NPC’s initial impression of party |
Traps | traps 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 Encounters | has 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 GM | rules for random encounters in hexploration, but not dungeons | one travel turn each in-fiction hour and rolls for encroaching threats |
Combat
5e | OSE Classic | FG&G | Pathfinder 2e | FTD | |
---|---|---|---|---|---|
Combat Actions | individual turns; move + 1 “main” action (may include multiple attacks) + 1 bonus action + an object interact, plus 1 reaction per round | side 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 action | individual turns; One each of an active action, a movement action, and quick action |
AoO | anybody can do attacks of opportunity | no attacks of opportunity | no attacks of opportunity | certain classes get reactions like Attack of Opportunity; typically fighters or characters who take the fighter archetype | no attacks of opportunity |
Crits | attack is critical hit on a nat 20; damage dice are doubled | no critical hits | no critical hits | critical success integrated into all parts of the game. nat 20 or beat DC by 10 for crit. critical success on Strike action doubles damage | attack is critical hit on a nat 20; damage is doubled. damage against players is doubled if they roll a 1 on their save. |
Zero HP | HP can never go below zero | HP can never go below zero | HP can never go below zero | HP can never go below zero (it could in PF1) | HP can never go below zero |
Rests | long rest = full recovery | a full day of rest = 1d3 hit points recovered. for adventurers, usually combined with a cleric’s magical healing | naturally 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 * level | recover 1 HP per level per night of safe rest, or 1 HP per night of unsafe rest |
Deaths | incapacitated and dying at 0 HP, “first to 3” death saves. Any healing lets them get up and clears saves | 0 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 Dead | Revifify, Raise Dead, Reincarnate, Resurrection, True Resurrection, Wish | Raise Dead, temporary feebleness | Raise Dead, Resurrection, similar spells. Must roll CON-resurrection chance check each time and pay 1 CON. | Raise Dead, Revival, Reincarnate, Resurrect, etc | dead means dead |
Morale | optional 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 checks | Morale Checks (WIS based) |
Balance | combat 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
5e | OSE Classic | FG&G | PF2e | FTD | |
---|---|---|---|---|---|
Spell Organization | eight spell schools; classes have distinct spell lists with some overlap | cleric and magic-user spell lists with some overlap | wizard and priest spell lists with some overlap; nine schools | four spell traditions associated with particular classes: arcane, divine, occult, primal. Eight schools | arcane and divine spell lists, some overlap |
Cantrips (free spells) | casters get cantrips, including ranged attacks like Fire Bolt | no caster cantrips. Magic-Users, not even able to use slings, are extremely vulnerable in combat | no caster cantrips; wizards will probably use slings | cantrips, including ranged attacks like Acid Splash | casters get cantrips, but no cantrips that do damage |
Spell rolls | only certain spells require a roll to succeed. (spells that make attack rolls are considered attacks.) Spells are reliable | no check needed to cast spells | no check needed to cast spells | only “spell attacks” require a roll to succeed. Spells are reliable | spells that target enemies are always an attack. spellcasting check always required, or suffer mishap |
Spell Prep | wizards can cast a prepared spell any number of times, if they have available spell slots | wizards prepare individual spellcasts into spell slots | wizards prepare individual spellcasts into spell slots | wizards prepare individual spellcasts into spell slots | wizards can cast any known spell, if they have available spell slots |
Spell Recovery | most 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 rest | casters can prepare spells for all spell slots after a good night’s rest | casters can prepare spells for all spell slots after a good night’s rest | casters recover all spell slots after a good night’s rest |
Scrolls | can 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. |
Saves | saves are just appropriate ability checks | saves use special scores for death, wands, paralysis, breath attacks, spells not related to ability scores | saves use special scores for death, wands, paralysis, breath attacks, spells not related to ability scores | saves are Fortitude (w/ CON), Reflex (w/ DEX), and Will (w/ WIS). Can become proficient in each | saves are just appropriate ability checks |
Time
5e | OSE Classic | FG&G | Pathfinder 2e | FTD | |
---|---|---|---|---|---|
Overland Travel Time | can normally travel 24 miles in an 8 hour day | 5 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 miles | travel based on Speed; 20 miles per day for typical humans | travel 10 + STR mod miles per day |
Adventure Time | advises “a scale of minutes” but leaves it to GM discretion | Time 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 muntes | advises “the nearest 10-minute increment” but leaves it to GM discretion | time tracking expected; track the hour with time dice. |
Round Time | rounds are 6 seconds | rounds are 10 seconds | rounds are roughly a minute | rounds are 6 seconds | rounds are 6 seconds |
Downtime | downtime rules present (in Xanthar’s) | no downtime rules, though high level characters can build strongholds | no downtime rules | downtime rules present | no downtime rules |