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Mausritter vs Swords & Wizardry

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

MausritterSwords & Wizardry
GenreFantasyFantasy
TagsRules-Light, Inventory Management, Hexcrawl, Dungeon Crawl, Sandbox, Exploration, Deadly, Attacks Always Hit, Random Tables, CC-Licensed RulesClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Hexcrawl, Random Tables, Resource Management, Sandbox, Domain Management, Strong GM Support
Core MechanicRoll a d20 equal to or under STR, DEX, or WIL to avoid a risky consequence. Attacks deal weapon damage directly, reduced by armour. Items and conditions compete for limited inventory slots.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
LicenseCreative Commons Attribution 4.0 International (CC BY 4.0); Mausritter Third Party LicenceSwords & Wizardry Compatibility-Statement License (CSL)
Third-Party PublishingCommercial publishing allowed — Mausritter Third Party Licence and Mausritter SRDCommercial publishing allowed — Swords & Wizardry Compatibility-Statement License
Summary only, not legal advice. Check current terms before publishing.
PublisherExalted FuneralMythmere Games
Year20202023
LanguagesEnglish, Portuguese, Ukrainian, Italian, Polish, Dutch, Spanish, Russian, Czech, French, GermanEnglish, German
Best ForGroups who want mouse-scale sandbox adventures where clever plans and careful supplies matter more than fighting. The rules support exploring dangerous ruins and returning treasure to a safe settlement.Groups seeking dangerous dungeon expeditions and open wilderness campaigns. Higher-level characters can establish strongholds and govern surrounding settlements.
HighlightsCondition cards occupy inventory slots, forcing a choice between carrying supplies and enduring setbacks. Spell tablets trade greater power for faster depletion and dangerous miscasts. Faction goals advance between sessions, letting the world change beyond the mice’s immediate adventures.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.
ConsiderationsDamage beyond Hit Protection reduces Strength and can incapacitate a mouse after a single failed save. Depleted spell tablets require specific fictional tasks to recharge. Advancement improves attributes and endurance rather than offering classes or extensive ability choices.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.