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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
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Vancian Casting, Ascending ACClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Ascending AC, Descending AC, Domain Management, Theater of the Mind
Core MechanicMake a D20 Test by rolling d20, adding relevant modifiers, and comparing the total to a target number. Ability checks, saving throws, and attack rolls use this procedure. Advantage and disadvantage use two d20s and keep the higher or lower result.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
AccessibilityVery HighVery High
RunnabilityVery HighHigh
LicenseCC BY 4.0 (SRD); core books proprietaryAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFreeFree
PublisherWizards of the CoastMythmere Games
Year20242023
Best ForGroups who want heroic fantasy with configurable tactical combat, broad character options, and campaigns that span multiple levels.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 and disadvantage resolve common situational effects by selecting the higher or lower of two d20 rolls. Backgrounds, classes, subclasses, and feats distribute character choices across creation and advancement. Weapon Mastery gives qualifying weapon users distinct tactical effects without replacing the action economy.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.
ConsiderationsSpell preparation, spell slots, class features, and conditions create several interacting resources for players to track. High-level characters combine many spells and features, increasing adjudication work for the DM. Bastions add a separate downtime procedure for campaigns that use the stronghold 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.