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Low Fantasy Gaming vs Swords & Wizardry

Compare Low Fantasy Gaming and Swords & Wizardry side by side. See differences in complexity, dice, genre, and more.

Low Fantasy GamingSwords & Wizardry
GenreFantasyFantasy
TagsLow-Fantasy, Gritty, Deadly, Sword & Sorcery, Corruption, Sandbox, Dungeon Crawl, Random Tables, Strong GM Support, HackableClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Hexcrawl, Random Tables, Resource Management, Sandbox, Domain Management, Strong GM Support
Core MechanicCombat uses standard d20 + class attack bonus + ability modifier vs. Armour Class. Out of combat, attribute checks roll equal-or-under (1d20 ≤ attribute, with degrees of success), and skills add +1 and grant access to a level-based Reroll Pool that smooths the d20 swing. Dropping to zero hit points triggers an All Dead vs. Mostly Dead check and a roll on the Injuries & Setbacks table (lost eyes and limbs, broken ribs, madness, permanent scars). Spell casting is uncertain: every cast carries a cumulative 1-in-20 chance of triggering the Dark & Dangerous Magic d100 table, which can mutate the caster, sap Luck, or summon hostile aberrations. The Luck attribute itself is a depleting meta-resource that fuels saves, Major Exploits, and Rescue Exploits.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
AvailabilityFree core rulesPaid
Runnability5 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.
PublisherPickpocket PressMythmere Games
Year20202023
LanguagesEnglishEnglish, German
Best ForGroups who want gritty low-magic fantasy where every combat carries real consequences (broken bones, lost limbs, madness) and where casting a spell is a calculated gamble that can corrupt the caster or summon something worse.Groups seeking dangerous dungeon expeditions and open wilderness campaigns. Higher-level characters can establish strongholds and govern surrounding settlements.
HighlightsDark & Dangerous Magic puts every spell at risk of triggering a d100 corruption table (mutations, summoned aberrations, Luck loss, madness) with the chance climbing by 1 in 20 each cast until it fires, making sorcery a calculated gamble rather than reliable utility. Martial Exploits layer creative combat moves (Minor, Major, and Rescue) on top of a successful hit, such as disarms, decapitations, or throwing an ally clear of a fireball, fueled by depleting Luck checks rather than a fixed action menu, so combats are improvisation-driven rather than rotation-driven. Every PC designs a Unique Feature at 3rd, 6th, 9th, and 12th level in conversation with the GM, working off 36 worked examples (Awakened Host, Faustian Pact, Skill Prodigy, Slippery Bastard) that each scale through low, moderate, and high power tiers the table can cherry-pick.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.
ConsiderationsMagic Users are deliberately weaker than other classes: no at-will spells, no teleport, no mind reading, no resurrection, and every cast risks a corruption effect, so spell-focused players have to accept playing a high-risk role that can lose its toolkit mid-adventure. The 12th-level cap shortens the campaign arc: the book trades long-haul progression for keeping monsters threatening and magic spectacular, but groups expecting decades-long advancement curves will hit the ceiling. Permanent injuries from the Injuries & Setbacks table are a regular outcome of going to zero hit points, and short of rare in-setting healing magic those disabilities stay, which can frustrate groups attached to keeping their characters physically whole.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.