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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
TagsCrunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Classless, EspionageClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Hexcrawl, Random Tables, Resource Management, Sandbox, Domain Management, Strong GM Support
Core MechanicRoll d6s equal to an attribute plus a skill, counting 5s and 6s as hits. Reach the required threshold to succeed, or compare hits in an opposed test. Situational advantages generate Edge points that can fund rerolls or extra hits. Dice pool modifiers still apply alongside Edge.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.
Diced6 dice poold20
ComplexityVery HighMedium
AccessibilityHighMedium
RunnabilityVery HighHigh
LicenseAll Rights ReservedSwords & Wizardry Compatibility-Statement License (CSL)
Third-Party PublishingCommercial publishing allowed — Community content programCommercial publishing allowed — Swords & Wizardry Compatibility-Statement License
Summary only, not legal advice. Check current terms before publishing.
Cost$$
PublisherCatalyst Game LabsMythmere Games
Year20192023
LanguagesEnglish, German, French, Portuguese, RussianEnglish, German
Best ForGroups who want cyberpunk-fantasy heists and enjoy mastering specialist rules together across a continuing campaign.Groups seeking dangerous dungeon expeditions and open wilderness campaigns. Higher-level characters can establish strongholds and govern surrounding settlements.
HighlightsSpecialist roles divide a heist across physical security, hacking, and magic, giving the team several ways into the same target. Edge turns situational advantages into a spendable resource for tactical choices. Reputation and Heat carry the consequences of conspicuous jobs into later missions.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.
ConsiderationsCharacter creation requires coordinating priority choices with detailed gear purchases. Cyberware reduces Essence, which limits magical development. Wireless equipment bonuses expose connected gear to hacking.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.