Comparison of Perilous Adventures Warbands Guide (PAWG) to Other Systems
The Perilous Adventures Warbands Guide (PAWG) offers a unique take on tabletop roleplaying, blending gritty heroism with a flexible, percentile-based system. If you’ve played Dungeons & Dragons 2nd Edition (D&D 2E), D&D 4th Edition (D&D 4E), D&D 5th Edition (D&D 5E), Pathfinder 2nd Edition (PF2E), or Shadowrun, you’ll find familiar ideas—like attributes and skills—but PAWG twists them into something distinct. This section highlights how PAWG stacks up against these systems using its updated rules, helping you see what’s new and how it fits your style. Whether you’re a grognard or a newcomer, let’s break it down!
Core Mechanics
PAWG uses a d100 (percentile) system—roll two ten-sided dice and aim to get under your target number (lower is better). Success isn’t just pass/fail; the Margin of Success (target - roll) adds depth, boosting damage or skill outcomes. Compare this to:
- D&D 2E: Roll a d20 under a target (e.g., THAC0 for attacks), lower better. No Margin—success is binary, with tables galore.
- D&D 4E: Roll d20 + modifiers vs. a Difficulty Class (DC), higher better. Tactical grids rule, no Margin-like scaling.
- D&D 5E: d20 + modifiers vs. DC, higher better. Simple Advantage/Disadvantage replaces Margin’s nuance.
- PF2E: d20 + modifiers vs. DC, higher better. Degrees of success (critical success/failure) echo Margin but are fixed thresholds (+/-10).
- Shadowrun: Roll a pool of d6s, count 5s and 6s as hits vs. a threshold. No Margin—success is hit-based, dice pools grow with skill.
PAWG Difference: The d100 offers finer granularity than d20 systems, and Margin makes every roll matter—Torren’s Melee Weapons 100 rolling 30 (Margin 70) deals 107 damage, not just a flat hit.
Character Creation
PAWG gives you freedom with 340 points for six attributes (max 80) and 90 for skills (max 100), no classes—just inspirations like Warrior or Mystic. Species (e.g., Human, Duskborn) and backgrounds (e.g., Soldier, Farmer) add flavor with traits and bonuses. Compare:
- D&D 2E: Roll 3d6 (or variants) for stats, pick a class (e.g., Fighter, Mage). Rigid roles, limited customization—your Fighter’s set.
- D&D 4E: Point-buy or array for stats, choose a class (e.g., Warlord) with defined powers. Tactical roles (striker, defender) lock you in.
- D&D 5E: Point-buy, array, or roll 4d6 (drop lowest), pick a class/subclass (e.g., Rogue/Arcane Trickster). Flexible but class-driven.
- PF2E: Point-buy with ancestry (e.g., Elf), background, and class (e.g., Wizard). Layered options, still class-centric.
- Shadowrun: Priority system (stats, skills, race, magic) with points. Cyberpunk flexibility—build a Decker or Street Samurai your way.
PAWG Difference: No classes—Kael’s Mystic blends magic (Spellcasting 100) and survival (Survival 90) freely. Point totals (340/90) outpace D&D’s 27-point-buy or Shadowrun’s priorities, offering broad control.
Hit Points and Resilience
PAWG’s HP = (CON + STR) x 2—higher than many systems—eases lethality. Healing scales up too (e.g., Healing Touch restores 40 HP). Compare:
- D&D 2E: HP = Hit Dice (e.g., d10 for Fighter) + CON bonus, low at start (e.g., 10 HP). Healing’s scarce—rest or rare spells.
- D&D 4E: HP = class base + CON score, higher (e.g., 15 + CON). Healing Surges (25% HP) make recovery tactical and frequent.
- D&D 5E: HP = Hit Die + CON mod per level, moderate (e.g., 8 + CON). Short rests (Hit Dice) and spells (e.g., Cure Wounds, ~8 HP) balance survival.
- PF2E: HP = ancestry + class + CON mod, sturdy (e.g., 10 + CON). Medicine skill and spells (e.g., Heal, ~8 HP) keep you going.
- Shadowrun: HP = fixed boxes (e.g., 10-11), brutal. Healing’s slow—medkits or rare magic, damage sticks.
PAWG Difference: Eryn’s 200 HP (vs. D&D 5E’s ~30 at level 3) takes 2-3 hits (50-80 damage), not one. Short rests (CON/2, e.g., 30 HP) and big spells (40 HP) outpace D&D’s trickle healing.
Combat
PAWG combat uses Margin for dynamic damage—Torren’s Margin 70 adds 70 to his 37 base (107 total). Initiative is DEX + Perception, actions are Move + Standard + Reaction. Compare:
- D&D 2E: d20 vs. THAC0, flat damage (e.g., 1d8+STR). Initiative rolls (d10, lower first) feel chaotic, no Margin.
- D&D 4E: d20 vs. AC, powers with fixed damage (e.g., 2d6+mod). Grid-based, roles shine—daily powers mimic PAWG’s big Margins.
- D&D 5E: d20 vs. AC, weapon dice + mod (e.g., 1d8+4). Simple action economy (Action, Bonus, Reaction)—no Margin scaling.
- PF2E: d20 vs. AC, dice + mod, three-action system. Degrees of success add depth, akin to Margin but less fluid.
- Shadowrun: d6 hits vs. defense pool, damage fixed (e.g., 8P). Complex initiative (multiple passes) and gear-heavy—no Margin.
PAWG Difference: Margin scales combat—Lira’s Stealth 100 (Margin 60) doubles her dagger hit to 166. Veyra’s Aimed Shot (+20) mirrors 4E’s precision, but d100 keeps it smooth.
Magic System
PAWG’s Mana Drain uses a Mana Pool (WIS + INT, e.g., Kael’s 150) and Spellcasting rolls (skill - Difficulty). Spells like Fire Bolt (20 damage) or Healing Touch (40 HP) cost Mana, with overcasting risking Fatigue. Compare:
- D&D 2E: Vancian—memorize spells (e.g., 2 1st-level slots), cast and forget. Mage’s 3 Magic Missiles (3d4+3) are rigid, no Mana.
- D&D 4E: Powers—daily/encounter uses (e.g., Wizard’s Scorching Burst, 2d6). Tactical, no Mana pool—fixed limits.
- D&D 5E: Spell slots (e.g., 4 1st-level), flexible casting. Cure Wounds (~8 HP) pales next to PAWG’s 40 HP—Vancian lite.
- PF2E: Spell slots or focus points, Vancian hybrid. Heal (~8 HP) scales slower than PAWG’s big bursts.
- Shadowrun: Drain dice vs. Fatigue—cast Fireball (Force 5), resist stun. Mana’s unlimited but punishing, no pool like PAWG.
PAWG Difference: Eryn’s 170 Mana = 17 Fire Bolts or 6 Group Mendings (20 HP each)—flexible vs. Vancian slots. Overcasting (e.g., 3 Fatigue) echoes Shadowrun’s risk but ties to Mana.
Flavor and Feel
PAWG’s gritty heroism—high HP, big damage, and Mana Drain—leans into survival and desperation: - D&D 2E: Old-school lethality—low HP, harsh rules. PAWG’s toughness contrasts. - D&D 4E: Tactical wargame—PAWG’s Margin adds similar depth without grids. - D&D 5E: Heroic simplicity—PAWG’s d100 and Margin offer crunchier outcomes. - PF2E: Detailed heroism—PAWG trades feat chains for fluid archetypes. - Shadowrun: Cyberpunk chaos—PAWG’s Mana Drain feels familiar, but medieval grit replaces tech.
Quick Takeaways
- New Players: PAWG’s like 5E with tougher heroes (180 HP vs. 30) and bigger heals (40 HP vs. 8), but roll under, not over.
- Experienced Gamers: Think Shadowrun’s risk-reward magic meets PF2E’s customization, with a d100 twist and Margin scaling.
PAWG stands apart with its percentile precision and flexible grit—Kael heals, Torren cleaves, and Veyra inspires, all without class shackles. Grab that d100 and forge your tale! Talk to your GM for tweaks, and enjoy the warband life!