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Original Dungeons & Dragons vs Swords & Wizardry

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

Original Dungeons & DragonsSwords & Wizardry
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Exploration, Sandbox, Random Tables, Vancian Casting, Descending AC, Domain ManagementClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Hexcrawl, Random Tables, Resource Management, Sandbox, Domain Management, Strong GM Support
Core MechanicAbility scores are rolled on 3d6, and combat uses a d20 attack matrix keyed to class or Hit Dice and Armor Class. Initiative uses dice, saving throws use class-and-level tables, and spellcasters have limited spells remembered per adventure.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
ComplexityHighMedium
AvailabilityPaidPaid
Runnability3 of 5 book tools4 of 5 book tools
LicenseProprietarySwords & 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.
PublisherTactical Studies RulesMythmere Games
Year19742023
LanguagesEnglishEnglish, German
Best ForGroups who want an early fantasy campaign game with dungeon expeditions, open wilderness play, and substantial referee adjudication. It fits tables willing to choose or adapt procedures when the rules leave room.Groups seeking dangerous dungeon expeditions and open wilderness campaigns. Higher-level characters can establish strongholds and govern surrounding settlements.
Highlights
  • A class-and-level attack matrix turns a d20 roll into a direct Armor Class result.
  • Separate dungeon, wilderness, aerial, and naval procedures let a campaign expand beyond expeditions.
  • Referee-facing dungeon design and stronghold rules support an open campaign beyond a prepared scenario.
  • 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.
Considerations
  • Classes, race limits, spell lists, and attack matrices impose a specific early D&D structure.
  • The original rules distribute important procedures across separate subjects rather than one universal task rule.
  • Running strict 1974 requires separating the original rules from Chainmail references and later compilation material.
  • 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.