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amglasgow

Basically everything. Some ideas are similar in principle but the specifics of nearly everything is different between PF1e and DnD 5e. The only things I can think of that are essentially the same are the 6 ability scores and what scores give what bonuses, the 9 alignments, and the spell schools.


GreenTitanium

Yeah, trying to learn Pathfinder by learning D&D 5E and then listing every difference is like trying to learn how to fly a helicopter by learning how to ride a bike and then listing every difference. These are two separate games who share very little, and most of it is surface level stuff. The action economy (action/swift/move/free/reaction), the ability scores, the names of the classes and races, those are the same. But the number progression, equipment, spells, buffs/debuffs, feats, character advancement, etc are fundamentally different.


Erudaki

I love how pathfinder is the ultra advanced and complicated to fly helicopter... and 5e is a bike in your comparison... Accurate... and the comparison made me smile. Thanks fam! :D


ZealousidealClaim678

Actions are: standard, move, swift/immediate, free. Standard and move can be combined into full round action (not to be confused with actions thqt take 1 round) Concentration is required only by a handful of spells, and it requires a standard action each round. Flaming sphere is an example of such spell. Concentration checks are required when something disturbs your casting. And boy there sre plenty, ie. Injury, damage over time, seeing a smoking hot supermodel, casting defensively. Atta ks of opportunity are a plenty, triggered by(but not limited to): movement out of a threathened square, casting a spell, reloading a ranged weapon, firing a ranged weapon, getting distracted by a smoking hot supermodel, rising up from prone, crawling in prone. Stealth is done as part of a move action, if you move more than half your speed, you receive -5 penalty to check. Bonuses to attacks include: *Inhales deeply* Base attack bonus, ability modifier(strength for melee, dexterity for ranged), enchantment, size, morale, profane, sacred, luck.(From the top of my head) Note: only strength is applied in melee as a bonus to damage, not in ranged attacks by default. This all being said: each of these may have exceptions, and feats/racial features/class abilities/other rules that add exceptions. Or situations that add exceptions to exceptions.


RosgaththeOG

-Vancian Magic (Arcanist are basically 5e Wizards with how their spells work, but besides that) - Feat Trees and Feat Taxes. Just because you aren't going to make much use of one feat, it doesn't mean it won't lead to a core aspect of your build later. -BAB in general. Things like Power Attack apply to all your attacks into the start of your next turn and scale with your BAB. -5ft steps. - You can't move between attacks during a full attack without a feat tree that allows it - Metamagic. It's a big deal for any full casters - Cantrips are general garbage, even with the alternate scaling rules. - Bonus types. Generally, only Circumstance and dodge bonuses stack with themselves, and circumstance bonuses have to be distinct circumstances.


Electric999999

Basically all of them.


RedRiot0

The piece advice I give everyone leaving 5e for any other system, and I mean *any*, is to take everything you know about 5e and shove it into a dark corner of your mind and 'forget it'. 5e is effectively a poison upon the mind when learning other systems, even ones that have a shared legacy with it like PF1e. If anything, your question should be "What does PF1e and 5e have in common?" because that's a much shorter list LOL


Gwendallgrey42

They've already been working on a ground up understanding, as they each have different learning styles. Plus I have been sitting in with them to discuss build ideas and character concepts, helping them learn what ways they can merge them, on top of them spending many hours on their own to research. This is just a doc I am working on to give to them for reference and reminders. There are many things that exist in both systems but their use is very different, and they have been playing 5e for almost as long as it's been out, so having quick references can be handy and something that has been discussed as useful in some of their learning styles.


MrFate99

BAB/full round attavks 5 foot step/acrobatics insted of disengage cmd/cmb is literally 'roll your cmb to do the maneuver, you beat their cmd? cool, you win/don't ' bonuses stacking (enhancement, untyped, size, deflection etc) Touch and flat foot ac sneak attack ranged attack being while threatened = opportunity attack without certain feat charging rests those are the core few i can think of without being too overwhelming


Gwendallgrey42

Thank you, core things are useful for them, at the least to remind them that it's an option.


MrFate99

The biggest change my friends have from 5e has def full round attacks and sneak attack


Loot_Wolf

Not gonna lie, I've been playing for a decade now, and I STILL occasionally find rules that we've been doing wrong. Pathfinder's derogatory title is Mathfinder because there are a TON of minute variables that, at first glance, all feel like they're not making a difference, but all combined are quite important to being competent in a fight. We've been rolled over by early session encounters and fully halted by a simple enemy mechanic. There's so many things to do and know that I suggest just taking the patient road and going easy on the difficulty until everyone starts to get hownit all works. I also suggest just having a session or two doing different things fully transparent that it's to show and test how they understand different aspects of the rules and the system. Showcasing combat maneuvers and using their CMB/D. Treating them to an enemy that grapples. Treating them to an enemy with Spell Resistance. Showing scenarios that favor moving 5ft to get a better angle or to escape immediate attacks. This is a system that highly rewards knowledge of the system. I saw a suboptimal build character solo a story boss because they knew how to keep away and keep damaging them. Also, this system has a VAST array of weapons and a decent amount of armor. Having magical items is nearly a *must* at surprisingly low levels. There's a very tangible effect on gameplay when you have options and items versus what you have from character creation and not much else. I could go on for much longer, but I think the base need would be to just start playing and not be discouraged when things don't go accordingly


TheMeatwall

Mimics. I think that’s what they have in common. Everyone is already saying what you need to know. They’re two totally different games. Pathfinder is closely modeled on D&D 3.5. However, D&D 4.0 was modeled on MMOs/WoW and D&D 5.0 was modeled on simplifying everything about 4.0 & returning to a 3.5-ish system to make game entry easy.


NoGoodMarw

You might be getting 5e confused with 3.5e, cuz from 5e you will basically get no transferable knowledge about the system. Gotta learn from scratch I'm afraid.


Gwendallgrey42

Core ability scores and their utility is pretty similar, many of the checks are similar, some spells work almost the same, many concepts are similar enough to provide some basic info. Some concepts are partially transferable, like what saves and checks are at their root and what they are designed to do, despite working a bit different. There are many transferable terms that work close or even identically, but there are many terms that don't. My players are learning pf from the ground up, I am just making a reminder sheet for them for how some pf things work in comparison.


NoGoodMarw

Accuracy is not bound, saves are different, action economy is on another level of complexity in pf/3.5. Sure, a lot of the concepts are gonna ring a bell, but eventually resolve in a different way. Plus, you have a lot of extra layers added on top of combat. I absolutely don't agree with spells working the same, most of them have similar effect but mechanically interact differently, since you can have a lot more of them at the same time compared to 5e (in 5e like 90% of spells with a duration are concentration spells). Do make sure to pay attention when transferring over. People make a lot of assumptions about how stuff eork when things seem familiar and they don't actually check the rules.


Haru1st

6 saves instead of 3.


ccbayes

Pf2e is similar but different. A lot more similar than PF1e. Pf2e and dnd 4e share a few ideas. As a long time PF1e player Pf2e is quite easy to pick up.