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Dungeons & Dragons Basic/Expert vs Swords & Wizardry

Compare Dungeons & Dragons Basic/Expert and Swords & Wizardry side by side. See differences in complexity, dice, genre, and more.

Dungeons & Dragons Basic/ExpertSwords & Wizardry
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Hexcrawl, Resource Management, Deadly, Vancian Casting, Descending AC, Domain Management, Sandbox, Random TablesClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Hexcrawl, Random Tables, Resource Management, Sandbox, Domain Management, Strong GM Support
Core MechanicRoll 1d20 with the relevant modifiers and meet or exceed the target shown on the attack or saving-throw table. Attack targets account for the opponent's descending Armor Class.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
ComplexityHighMedium
AvailabilityPaidPaid
Runnability5 of 5 book tools4 of 5 book tools
LicenseAll Rights ReservedSwords & Wizardry Compatibility-Statement License (CSL)
Third-Party PublishingNo verified route foundCommercial publishing allowed — Swords & Wizardry Compatibility-Statement License
Summary only, not legal advice. Check current terms before publishing.
PublisherTSR Hobbies, Inc.Mythmere Games
Year19812023
LanguagesEnglish, FrenchEnglish, German
Best ForGroups who want dangerous fantasy expeditions built around exploration and managing supplies. Campaigns can grow from dungeon treasure hunts into wilderness travel and ruling a territory.Groups seeking dangerous dungeon expeditions and open wilderness campaigns. Higher-level characters can establish strongholds and govern surrounding settlements.
Highlights
  • Ten-minute dungeon turns make searching and resting consume supplies under wandering-monster pressure.
  • Reaction and morale rolls give encounters outcomes beyond fighting to the death.
  • Stronghold construction and settler taxes turn adventuring wealth into territorial responsibilities.
  • 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.
Considerations
  • Playing through level 14 requires both the Basic and Expert rulebooks.
  • Class-based advancement offers little customization beyond equipment and spell selection.
  • Characters die at zero hit points, and some failed saves kill them immediately.
  • 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.