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Dungeons & Dragons Rules Cyclopedia vs Swords & Wizardry

Compare Dungeons & Dragons Rules Cyclopedia and Swords & Wizardry side by side. See differences in complexity, dice, genre, and more.

Dungeons & Dragons Rules CyclopediaSwords & Wizardry
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Exploration, Hexcrawl, Random Tables, Vancian Casting, Descending AC, Base-Building, Domain Management, CrunchyClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Hexcrawl, Random Tables, Resource Management, Sandbox, Domain Management, Strong GM Support
Core MechanicAttacks roll 1d20 plus modifiers against a class-and-level target for the defender's Armor Class. Saving throws roll 1d20 against class-and-level targets. Ability checks roll 1d20 at or below the relevant ability score.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, Inc.Mythmere Games
Year19912023
LanguagesEnglish, JapaneseEnglish, German
Best ForGroups who want a classic fantasy campaign that grows from dangerous dungeon expeditions to managing a territory. It suits tables willing to learn additional procedures as the campaign expands.Groups seeking dangerous dungeon expeditions and open wilderness campaigns. Higher-level characters can establish strongholds and govern surrounding settlements.
Highlights
  • Dungeon turn procedures make exploration a schedule of resource use and encounter checks.
  • The War Machine resolves large battles without playing out every soldier's attack.
  • Stronghold costs and dominion income give adventurers rules for becoming rulers.
  • 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
  • Dwarf, elf, and halfling classes normally have lower level caps than human classes.
  • Starting ability scores are random, so a character may not qualify for a preferred class.
  • Characters normally die at 0 hit points, making low-level encounters risky.
  • 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.