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Basic Fantasy RPG vs Swords & Wizardry

Compare Basic Fantasy RPG and Swords & Wizardry side by side. See differences in complexity, dice, genre, and more.

Basic Fantasy RPGSwords & Wizardry
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Rules-Light, Ascending AC, Vancian Casting, Deadly, Exploration, Resource Management, Random Tables, CC-Licensed RulesClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Hexcrawl, Random Tables, Resource Management, Sandbox, Domain Management, Strong GM Support
Core MechanicRoll d20 plus attack and ability modifiers to meet or beat ascending Armor Class. Saving throws use d20 against targets determined by class and level.Roll a d20 with attack modifiers and meet the target number for the chosen Armor Class system. Ascending Armor Class allows a direct roll against AC; descending Armor Class uses attack tables. Saving throws use a single class-based d20 target number with bonuses against particular hazards.
Diced20d20
ComplexityLowMedium
AvailabilityFree core rulesPaid
Runnability5 of 5 book tools4 of 5 book tools
LicenseCreative Commons Attribution-ShareAlike 4.0 InternationalSwords & Wizardry Compatibility-Statement License (CSL)
Third-Party PublishingCommercial publishing allowed — Creative Commons licenseCommercial publishing allowed — Swords & Wizardry Compatibility-Statement License
Summary only, not legal advice. Check current terms before publishing.
PublisherThe Basic Fantasy ProjectMythmere Games
Year20232023
LanguagesEnglish, PortugueseEnglish, German
Best ForGroups who want straightforward fantasy dungeon expeditions with lethal combat and careful management of supplies.Groups seeking dangerous dungeon expeditions and open wilderness campaigns. Higher-level characters can establish strongholds and govern surrounding settlements.
HighlightsSeparate race and class choices allow elves to combine spellcasting with fighting or thieving. Encounter reactions and morale let negotiation or retreat resolve threats without fighting to the death. Dungeon stocking and wilderness encounter tables help the GM prepare expeditions.One class-based saving throw target replaces separate hazard categories. Treasure grants experience points, rewarding successful expeditions even when monsters are avoided. Stronghold construction and settlement taxes support campaigns that grow into territorial rule.
ConsiderationsCharacters normally die at zero hit points unless the GM adopts an optional survival rule. Racial ability requirements and class restrictions limit character combinations. Casting can be interrupted by an attack on the same initiative count even if it misses.Low starting hit points and death below zero make early combat dangerous. Damage during casting interrupts a prepared spell and expends it. Nonhuman ancestry restricts available classes and level advancement.