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Five Torches Deep vs Swords & Wizardry

Compare Five Torches Deep and Swords & Wizardry side by side. See differences in complexity, dice, genre, and more.

Five Torches DeepSwords & Wizardry
GenreFantasyFantasy
TagsDungeon Crawl, Tactical, Resource Management, Rules-Light, Gritty, Ascending AC, Vancian Casting, Roll to CastClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Hexcrawl, Random Tables, Resource Management, Sandbox, Domain Management, Strong GM Support
Core MechanicRoll d20 + modifier vs DC 11 (most checks). Four classes (Warrior, Thief, Zealot, Mage), levels 1–9. Supply (SUP) abstracts consumables, load limits gear, and equipment can break via durability rolls. Magic carries mishap risk. Compatible with both 5e and B/X adventures.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
ComplexityLowMedium
AvailabilityFree core rulesPaid
Runnability4 of 5 book tools4 of 5 book tools
LicenseOGL 1.0aSwords & Wizardry Compatibility-Statement License (CSL)
Third-Party PublishingNot yet researchedCommercial publishing allowed — Swords & Wizardry Compatibility-Statement License
Summary only, not legal advice. Check current terms before publishing.
PublisherSigil Stone PublishingMythmere Games
Year20192023
LanguagesEnglishEnglish, German
Best ForGroups who like 5e's core d20 feel but want OSR resource scarcity, simplified classes, and deadlier dungeon crawling.Groups seeking dangerous dungeon expeditions and open wilderness campaigns. Higher-level characters can establish strongholds and govern surrounding settlements.
HighlightsBridges 5e familiarity with OSR lethality, supply system elegantly handles torches and rations, fits in 48 pages, dual-compatible with 5e and B/X contentOne 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.
ConsiderationsVery slim: GMs may need to house-rule gaps, limited character options compared to full 5e, magic mishap table can feel punishing, no bestiary includedLow 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.