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Maze Rats vs Swords & Wizardry

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

Maze RatsSwords & Wizardry
GenreFantasyFantasy
TagsRules-Light, Dungeon Crawl, Sandbox, Random Tables, Improvisation, Freeform Magic, CC-Licensed RulesClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Hexcrawl, Random Tables, Resource Management, Sandbox, Domain Management, Strong GM Support
Core MechanicDanger Roll: roll 2d6 + ability bonus (STR, DEX, or WIL), 10+ avoids danger. Advantage rolls 3d6 keep best two. Attack rolls use 2d6 + Attack Bonus vs. target's Armor. Spells are randomly generated from combination tables (effect + element + form) and erased after casting.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.
Dice2d6d20
ComplexityVery LowMedium
AvailabilityPaidPaid
Runnability2 of 5 book tools4 of 5 book tools
LicenseCC BY 4.0Swords & 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.
PublisherSwordfish Islands LLCMythmere Games
Year20242023
LanguagesEnglishEnglish, German
Best ForGMs who want a dead-simple system with extensive random tables that generate adventures, spells, NPCs, and monsters on the fly.Groups seeking dangerous dungeon expeditions and open wilderness campaigns. Higher-level characters can establish strongholds and govern surrounding settlements.
HighlightsFits in 12 pages, extensive random tables for on-the-fly worldbuilding, spell generation system is highly creative, CC BY 4.0 license, near-zero prepOne 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 minimal: experienced players may want more mechanical depth, no bestiary or setting included, advancement is slow and simple, assumes GM comfort with improvisationLow 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.