Choosing a tabletop RPG system is less like picking a pizza topping and more like picking the oven. The same group can tell heroic stories in any of these games, but the rules push play in very different directions.
This pathfinder vs dnd vs deadlands system comparison stays practical. It focuses on what changes at the table: how characters are built, how fights feel, how fast play moves, and what the rules reward.
What each system is trying to do (and how you feel it at the table)
Dungeons & Dragons 5e aims for fast onboarding and broad fantasy adventuring. Most groups can create characters quickly, run a fight with a handful of common actions, and rely on the Dungeon Master to smooth rough edges. A new player can say, “I hit it with my sword,” and the game does not punish them for not knowing the menu.
Pathfinder 2e aims for tactical clarity and balanced options. It wants choices to matter, and it wants those choices to be visible in the rules instead of hidden in table tradition. It is still heroic fantasy, but it is less “vibes-based” and more “the rules are the map.”
Deadlands (Savage Worlds: Deadlands) aims for pulpy, cinematic Weird West action. It expects gunfights, gambling with fate, and supernatural trouble that arrives wearing a cowboy hat. The system leans into swingy drama, which means the table will sometimes cheer and sometimes stare at the dice like they just told a personal secret.
Concrete example: Put the same scene in all three games: a posse kicks in the door of a saloon where a monster is holding the bartender hostage.
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In D&D 5e, the party likely rolls initiative, trades attacks, and uses a spell or two to control the room.
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In Pathfinder 2e, players start asking about cover, positioning, and whether Demoralize or Trip is the best opener.
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In Deadlands, someone probably dives behind the piano, fans the hammer on a revolver, and a Joker in the initiative deck turns the whole fight into a highlight reel.
Character creation and progression: broad strokes vs fine-grain control
D&D 5e character building is front-loaded. Class and subclass do most of the heavy lifting, then feats are optional and limited. The result is a clean silhouette. Two Fighters can feel different, but the system does not insist on it.
Pathfinder 2e is choice-rich at nearly every level. Ancestry feats, class feats, skill feats, and general feats stack up into a detailed build. The game expects players to express personality and tactics through these picks.
Deadlands uses Savage Worlds’ Edges and Hindrances. Instead of “level 7 means X,” advancement is incremental, and character identity comes from a few sharp traits: a signature Edge, a meaningful Hindrance, and a couple of strong skills.
Concrete example: Build “the quick-draw gunfighter who is also the party face.”
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In D&D 5e, that often becomes a Bard (College of Swords) or a Fighter with a dip, flavored as a gunslinger if firearms exist in the setting. The rules can support it, but some of it is table agreement.
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In Pathfinder 2e, a Gunslinger with specific feats and skill investments can be tuned into a social specialist, and the system has explicit support for firearms and action economy tricks.
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In Deadlands, it is almost the default. High Shooting, high Persuasion, an Edge like Quick, and a Hindrance like Overconfident will do the job, and the setting smiles approvingly.
Core resolution: d20 certainty vs swingy raises and wild dice
D&D 5e uses a d20 plus modifiers against a target number. Advantage and disadvantage keep the math simple while still creating meaningful swings. Most of the time, the table can predict odds at a glance.
Pathfinder 2e also uses d20, but the math is tighter and more structured. Degrees of success (critical success, success, failure, critical failure) appear everywhere, not just on natural 20s and 1s. This makes small bonuses matter. A +1 is not “nice.” A +1 can flip a result into a crit.
Deadlands uses Savage Worlds: roll a trait die (d4 to d12) and a Wild Die (d6) for player characters, take the higher, and try to hit 4. Every 4 over the target is a raise. Dice explode (ace), which means a d6 can suddenly behave like a caffeinated d20.
Concrete example: A character tries to leap from a balcony to a chandelier and swing across the room.
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In D&D 5e, it is usually one Athletics or Acrobatics check, maybe with advantage if the DM likes the plan.
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In Pathfinder 2e, it can be two actions to Leap and Grab an Edge, with clear DCs and outcomes for failure, including falling prone or taking damage.
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In Deadlands, it is one Athletics roll, and a raise can turn “made it” into “made it while also kicking the villain mid-swing.” The dice can absolutely overperform, like they are auditioning.
Combat pacing and tactics: action economy tells the truth
D&D 5e combat revolves around one action, one move, one bonus action (sometimes), and one reaction. Many turns are “move + attack,” and the tactical depth comes from spells, positioning, and DM-designed terrain.
Pathfinder 2e uses a three-action economy. Almost everything costs 1 to 3 actions, including moving, drawing, raising a shield, and many spells. This makes turns flexible and encourages tactical play without needing complicated sub-systems.
Deadlands combat is fast and punchy, built for set pieces. Initiative is often card-based (with Jokers causing chaos in the best way), and damage can produce Shaken and Wounds quickly. Fights tend to be shorter, and “one bad roll” is a feature, not a bug.
Concrete example: A sword-and-board fighter wants to advance, protect an ally, and still threaten the enemy.
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In D&D 5e, that is usually movement plus the Attack action, then maybe a reaction like Protection fighting style, if chosen.
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In Pathfinder 2e, the fighter can Stride, Raise a Shield, and Strike in one turn, then use Shield Block as a reaction. The choices are explicit and repeatable.
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In Deadlands, the equivalent might be taking cover, using a Test to rattle the opponent, and relying on a high Parry or armor, because getting hit with a rifle is not a learning experience anyone wants twice.
Magic, powers, and the “genre thermostat”
D&D 5e magic is high fantasy and plentiful. Spell lists are large, and casters can reshape encounters. The game assumes magic is a normal tool in the party’s kit.
Pathfinder 2e keeps magic powerful, but it is more carefully boxed in by action costs, traits, and balance expectations. Casters still shine, yet martials have strong, reliable tools that do not depend on spell slots.
Deadlands treats the supernatural as dangerous and thematic. Powers exist (Hucksters, Blessed, Weird Science), but the setting tone matters. Magic is not a convenience store. It is more like a back-alley deal where the receipt is written in ominous whispers.
Concrete example: The party needs to cross a canyon.
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In D&D 5e, Fly, Dimension Door, or Polymorph can solve it cleanly, depending on level.
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In Pathfinder 2e, similar solutions exist, but the system’s encounter and exploration structure makes “solve it instantly” less common unless the party invested in those tools.
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In Deadlands, crossing might be a Dramatic Task, a tense scene with skill checks, or a bargain with something that should not be bargaining. The story cost is part of the point.
Prep load and rules support: who does the heavy lifting?
D&D 5e asks the DM to adjudicate often. That can be freeing. It can also mean the DM becomes the rules glue that holds everything together. Encounter balance is flexible, but it can be unpredictable at higher levels.
Pathfinder 2e provides more scaffolding: encounter building guidelines that work, clear DC tables, and consistent monster math. Prep can be faster once familiar because the system answers many “how hard is this?” questions.
Deadlands tends to reduce prep by using broad stat blocks, quick NPC creation, and scene-based mechanics. The tradeoff is that the GM needs comfort with improvisation and pacing, because swingy outcomes will show up uninvited.
Concrete example: You need a rival gang of six toughs plus a leader for tonight.
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In D&D 5e, that is either reskinning bandits and a captain or building something custom, then hoping the action economy does not turn the fight into a blender.
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In Pathfinder 2e, you can pick level-appropriate enemies and trust the math, then add terrain and tactics for flavor.
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In Deadlands, you can sketch them as Extras with a couple of traits, give the leader a Wild Card sheet, and let the initiative deck provide the drama.

What “failure” looks like: attrition, conditions, and consequences
D&D 5e often treats failure as resource drain. Hit points, spell slots, and limited-use abilities are the main levers. Conditions exist, but many groups experience them as occasional spikes rather than the default texture.
Pathfinder 2e makes conditions a central language. Frightened, flat-footed (off-guard), clumsy, slowed, and more are common, and they interact with degrees of success. Failure is frequently “you are worse now,” not just “you lost hit points.”
Deadlands makes failure loud. A bad roll can mean being Shaken, taking Wounds, or triggering a complication. Bennies soften the edge, but they do not remove it. The game wants consequences that feel like a movie scene.
Concrete example: A character tries to intimidate a cultist during a fight.
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In D&D 5e, the DM may allow an Intimidation check as an action, and the effect is usually narrative unless a house rule exists.
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In Pathfinder 2e, Demoralize is a defined action with a clear result: the target becomes frightened, and that penalty matters immediately.
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In Deadlands, a Test can impose Distracted or Vulnerable, and the result can swing the next attack hard enough to make the cultist reconsider their life choices.
Which system fits which table?
This pathfinder vs dnd vs deadlands system comparison is easiest to use as a matching exercise.
If the group wants a familiar fantasy baseline, fast character creation, and a rules-light feel that still supports long campaigns, D&D 5e fits.
If the group wants tactical combat where teamwork and small bonuses matter, and where character building is a hobby inside the hobby, Pathfinder 2e fits.
If the group wants high-energy scenes, quick rulings, swingy dice, and a setting where a poker hand can be as important as a gun, Deadlands fits. It is also ideal for tables that enjoy consequences and do not mind a character getting launched through a window because the dice felt poetic.
Concrete example: A weekly group with 2 hours per session often does best with Deadlands or D&D 5e because scenes resolve quickly. A group that loves 3–4 hour tactical sessions and planning turns like a heist tends to thrive in Pathfinder 2e.
FAQ
Is Pathfinder basically just “harder D&D”?
Not exactly. Pathfinder 2e is more structured and tactical than D&D 5e, and it expects players to use the action economy and conditions. Difficulty depends on encounter design and teamwork, not on the system trying to punish anyone.
Can a D&D group switch to Pathfinder without relearning everything?
Yes, but expect a real learning curve around actions, traits, and degrees of success. A good first step is to run a level 1 one-shot where everyone practices basic actions like Stride, Step, Raise a Shield, Demoralize, and Aid.
Is Deadlands only for one-shots?
No. Deadlands campaigns work well, especially when characters accumulate scars, enemies, and strange obligations. The system’s swingy combat can shorten careers, though, so a campaign benefits from a table that enjoys risk and uses Bennies actively.
Which system is easiest for a brand-new GM?
D&D 5e is easiest to start because of familiarity and abundant adventures, but it can demand more on-the-fly rulings. Pathfinder 2e is easier to run “by the book” once learned because the rules answer more questions. Deadlands is easy to prep, but it rewards a GM who is comfortable embracing chaos when the dice explode.
Which one handles guns best?
Deadlands is built around firearms and the social reality of gunfights. Pathfinder 2e supports guns cleanly through its rules and classes like the Gunslinger. D&D 5e can include guns, but support varies by setting and optional rules.