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Dragonslayer RPG vs Swords & Wizardry

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

Dragonslayer RPGSwords & Wizardry
GenreFantasyFantasy
TagsDungeon Crawl, Combat-Heavy, Gritty, Descending AC, Vancian Casting, Random TablesClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Hexcrawl, Random Tables, Resource Management, Sandbox, Domain Management, Strong GM Support
Core MechanicRoll d20 + attack bonus against descending Armour Class to hit in combat. Saving throws are roll-over by category (Breath, Death, Stone, Wand, Spell). Initiative is d6 per side each round. The GM (Maze Controller) tracks time, light, encounters, and resources: torches burn out, rations deplete, and random encounters escalate with noise and delay.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
ComplexityMediumMedium
AvailabilityFree quickstartPaid
Runnability4 of 5 book tools4 of 5 book tools
LicenseProprietarySwords & 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.
PublisherGreg GillespieMythmere Games
Year20242023
LanguagesEnglishEnglish, German
Best ForOSR veterans who want a traditional dungeon-crawling experience with descending AC, strict resource management, and classic class-and-level gameplay: especially fans of Barrowmaze and megadungeon play.Groups seeking dangerous dungeon expeditions and open wilderness campaigns. Higher-level characters can establish strongholds and govern surrounding settlements.
HighlightsComprehensive old-school toolkit with 11 classes and 8 races, heavy emphasis on dungeon exploration procedures (marching order, light, time), critical hit/miss tables add combat drama, designed by a megadungeon expert, extensive spell lists and equipmentOne 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.
ConsiderationsDescending AC and THAC0-adjacent math will alienate modern players, very large rulebook for an OSR game, tightly bound to classic dungeon fantasy, limited innovation beyond curating and polishing older mechanicsLow 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.