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Dungeons & Dragons Basic Set (Holmes) vs Swords & Wizardry

Compare Dungeons & Dragons Basic Set (Holmes) and Swords & Wizardry side by side. See differences in complexity, dice, genre, and more.

Dungeons & Dragons Basic Set (Holmes)Swords & Wizardry
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Exploration, Resource Management, Random Character Creation, Deadly, Vancian Casting, Descending AC, Tactical, Map-DrawingClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Hexcrawl, Random Tables, Resource Management, Sandbox, Domain Management, Strong GM Support
Core MechanicAttacks and saving throws use a d20 roll that must meet or exceed the relevant table target. Attack targets depend on the defender's descending Armor Class and the attacker's level or hit dice. The referee resolves other actions through specific d6 or percentile procedures and rulings.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
AvailabilityOut of printPaid
Runnability3 of 5 book tools4 of 5 book tools
LicenseProprietarySwords & 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
Year19772023
LanguagesEnglishEnglish, German
Best ForGroups who want low-level dungeon expeditions built around mapping, cautious resource use, and treasure recovery.Groups seeking dangerous dungeon expeditions and open wilderness campaigns. Higher-level characters can establish strongholds and govern surrounding settlements.
Highlights
  • Ten-minute turns tie searching and rest to the risk of wandering monsters.
  • Recovering treasure grants experience, rewarding expeditions that secure loot without fighting every monster.
  • Reaction rolls let encountered creatures respond with negotiation or offers of help.
  • 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
  • The core covers only the first three character levels and refers higher-level play to Advanced Dungeons & Dragons.
  • Magic-users must spend at least a day studying to regain an expended spell.
  • Poison can kill on a failed saving throw even when the initial hit is survivable.
  • 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.