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Shadowrun vs Swords & Wizardry

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

ShadowrunSwords & Wizardry
GenreCyberpunk, FantasyFantasy
Play StyleCrunchy, Tactical, Combat-Heavy, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Urban FantasyClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Ascending AC, Descending AC, Domain Management, Theater of the Mind
Core MechanicRoll a pool of d6s equal to attribute + skill, counting 5s and 6s as hits. Meet or exceed a threshold to succeed. Situational advantages generate Edge points rather than modifying dice pools directly; Edge is spent on tactical effects like rerolling dice, adding successes, or imposing penalties on opponents.Roll a d20 to hit, comparing the result to the target's Armor Class using either ascending bonuses or the original descending-AC math. A single saving throw number, adjusted by class, resolves every save against poison, magic, breath, and the rest.
Diced6 dice poold20
ComplexityVery HighLow
AccessibilityMediumHigh
RunnabilityMediumHigh
LicenseNo open licenseAll Rights Reserved
Cost$$$Free (SRD) / $$
PublisherCatalyst Game LabsMythmere Games
Year20192023
Best ForGroups who want cyberpunk-fantasy heists with deep mechanical subsystems for hacking, magic, and combat.Players who want a clean, flexible retroclone of original-style fantasy for old-school dungeon crawling and sandbox campaigns that grow into domain play.
HighlightsUnique cyberpunk-fantasy setting blending megacorporate intrigue with magic and metahuman races. Dedicated subsystems for Matrix hacking, magic, rigging, and astral space. Edge system replaces many situational modifiers with a spendable tactical resource. Decades of published lore spanning in-world history from 2011 to the 2080s.Every character uses a single saving throw number modified by class, replacing the five-category save table of the games it emulates. Combat supports both ascending and descending Armor Class with parallel to-hit rules, so groups can use modern or original-style math from one book. Name-level characters can clear and hold wilderness to found strongholds, with random-castle and freehold rules turning late play into domain management.
ConsiderationsMatrix hacking runs as a parallel subsystem that can leave non-decker players waiting. Multiple supplemental rulebooks needed for full coverage of magic, Matrix, and rigging. Published books have documented editing and layout issues.Character death comes fast at low levels, where first-level hit points are often low enough for a single hit to be lethal. Spellcasters prepare a fixed list of spells in advance and expend each on casting, with no flexible at-will magic. Many situations are resolved by Referee ruling rather than codified procedure.