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Swords & Wizardry vs White Box: FMAG

Compare Swords & Wizardry and White Box: FMAG side by side. See differences in complexity, dice, genre, and more.

Swords & WizardryWhite Box: FMAG
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Hexcrawl, Random Tables, Resource Management, Sandbox, Domain Management, Strong GM SupportRules-Light, Classic Fantasy, Dungeon Crawl, Deadly, Hackable, Beginner-Friendly, Random Character Creation, Vancian Casting, Descending AC, Hexcrawl
Core MechanicRoll 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.Roll d20 + modifiers against a target number derived from the defender's Armor Class (descending AC by default, ascending AC optional). Attribute modifiers are compressed to −1, 0, or +1. Each class has a single saving throw number that improves with level. Side-based initiative is rolled each round on d6.
Diced20d20
ComplexityMediumVery Low
AvailabilityPaidFree core rules
Runnability4 of 5 book tools2 of 5 book tools
LicenseSwords & Wizardry Compatibility-Statement License (CSL)OGL 1.0a
Third-Party PublishingCommercial publishing allowed — Swords & Wizardry Compatibility-Statement LicenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherMythmere GamesSeattle Hill Games
Year20232016
LanguagesEnglish, GermanEnglish
Best ForGroups seeking dangerous dungeon expeditions and open wilderness campaigns. Higher-level characters can establish strongholds and govern surrounding settlements.Groups wanting the simplest possible version of original D&D: four classes, compressed modifiers, and intentional rules gaps that invite house rules and Referee creativity.
HighlightsOne 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.Attribute modifiers compressed to −1/0/+1 keeps math fast and reduces stat dependency. Complete game in 143 pages including monsters, treasure, spells, and wilderness/dungeon procedures. A free PDF and a low-cost print edition make it one of the most accessible OSR games. Intentional rules gaps and a blank House Rules page explicitly invite customization.
ConsiderationsLow 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.Four classes (three without the optional Thief) limits character variety. No formal skill system: the Referee adjudicates all non-combat actions. Level tables cap at 10, requiring house rules for extended campaigns.