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Dungeons & Dragons vs Swords & Wizardry

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

Dungeons & DragonsSwords & Wizardry
GenreFantasyFantasy
Play StyleTactical, Heroic, Combat-Heavy, Dungeon Crawl, Character Building, High-Fantasy, Grid-Based, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending ACClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Ascending AC, Descending AC, Domain Management, Theater of the Mind
Core MechanicRoll d20 + modifier against a target DC (for ability checks and saving throws) or AC (for attacks). Meeting or exceeding the target succeeds. Advantage rolls 2d20 and takes the higher; disadvantage takes the lower, replacing most situational modifiers.Roll a d20 to hit, comparing the result to the target's Armor Class using either ascending bonuses or the original descending-AC math. A single saving throw number, adjusted by class, resolves every save against poison, magic, breath, and the rest.
Diced20d20
ComplexityMediumLow
AccessibilityHighHigh
RunnabilityHighHigh
LicenseCC BY 4.0 (SRD); core books proprietaryAll Rights Reserved
Cost$$$Free (SRD) / $$
PublisherWizards of the CoastMythmere Games
Year20242023
Best ForGroups who want heroic fantasy adventures with tactical grid combat, deep character customization, and access to more published adventures and supplements than any other RPG.Players who want a clean, flexible retroclone of original-style fantasy for old-school dungeon crawling and sandbox campaigns that grow into domain play.
HighlightsAdvantage/disadvantage system simplifies most situational modifiers to a single mechanic. Extensive class and subclass options across 12 base classes with 48 subclasses in the 2024 PHB. The largest third-party content ecosystem in tabletop RPGs. Free basic rules and starter sets lower the barrier to entry.Every character uses a single saving throw number modified by class, replacing the five-category save table of the games it emulates. Combat supports both ascending and descending Armor Class with parallel to-hit rules, so groups can use modern or original-style math from one book. Name-level characters can clear and hold wilderness to found strongholds, with random-castle and freehold rules turning late play into domain management.
ConsiderationsHigh-level play (tier 3-4) introduces significant spell interaction complexity and encounter balancing challenges for GMs. No official rules for non-fantasy genres. Three core books at $50 each represent a significant investment for the full rules.Character death comes fast at low levels, where first-level hit points are often low enough for a single hit to be lethal. Spellcasters prepare a fixed list of spells in advance and expend each on casting, with no flexible at-will magic. Many situations are resolved by Referee ruling rather than codified procedure.