TTRPG Wiki

Compare tabletop RPG systems to find your next game

Dolmenwood vs Swords & Wizardry

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

DolmenwoodSwords & Wizardry
GenreFantasyFantasy
TagsHexcrawl, Dark Fantasy, Faction Play, Lore-Heavy, Vancian Casting, Classic Fantasy, DeadlyClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Hexcrawl, Random Tables, Resource Management, Sandbox, Domain Management, Strong GM Support
Core MechanicRoll d20 + modifiers vs. ascending AC for attacks and vs. save targets for saving throws (five categories: Doom, Ray, Hold, Blast, Spell). Skill checks and ability checks use d6 + modifiers vs. a target number. Characters choose a kindred (breggle, elf, grimalkin, human, mossling, or woodgrue) and one of nine classes. Three distinct magic systems: arcane (memorized spells), holy (daily prayers), and fairy (glamours and runes).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
AvailabilityPaidPaid
Runnability5 of 5 book tools4 of 5 book tools
LicenseAll Rights ReservedSwords & Wizardry Compatibility-Statement License (CSL)
Third-Party PublishingNot yet researchedCommercial publishing allowed — Swords & Wizardry Compatibility-Statement License
Summary only, not legal advice. Check current terms before publishing.
PublisherNecrotic GnomeMythmere Games
Year20242023
LanguagesEnglishEnglish, German
Best ForGroups who want a deeply detailed fairytale-dark fantasy setting with OSR mechanics, hexcrawl exploration, and rich faction play in an enchanted wood full of fairies, monsters, and intrigue.Groups seeking dangerous dungeon expeditions and open wilderness campaigns. Higher-level characters can establish strongholds and govern surrounding settlements.
HighlightsRichly detailed fairytale-dark setting with competing factions and deep lore, hexcrawl travel system with Travel Points and terrain-based encounters, six unique kindreds including cat-folk grimalkins and fungal mosslings, three distinct magic systems each with their own spell listsOne 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.
ConsiderationsFull experience requires three core books (Player's Book, Campaign Book, Monster Book), setting-specific: not a generic OSR toolkit, GM needs the Campaign Book and Monster Book which are sold separately from the Player's BookLow 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.