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Swords & Wizardry vs Worlds Without Number

Compare Swords & Wizardry and Worlds Without Number side by side. See differences in complexity, dice, genre, and more.

Swords & WizardryWorlds Without Number
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Hexcrawl, Random Tables, Resource Management, Sandbox, Domain Management, Strong GM SupportSandbox, Exploration, Faction Play, Strong GM Support, Gritty, Classic Fantasy, Random Tables, Hexcrawl, Low-Prep, Domain Management
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.Skill checks roll 2d6 plus the relevant skill level and attribute modifier against a difficulty. Attacks roll d20 plus base attack bonus, combat skill, and attribute modifier against the target's Armor Class. A missed melee attack can still inflict Shock damage when the target's AC is low enough.
Diced202d6 / d20
ComplexityMediumMedium
AvailabilityPaidFree core rules
Runnability4 of 5 book tools5 of 5 book tools
LicenseSwords & Wizardry Compatibility-Statement License (CSL)CC0 1.0 Universal (SRD 1.0); proprietary core books
Third-Party PublishingCommercial publishing allowed — Swords & Wizardry Compatibility-Statement LicenseCommercial publishing allowed — Worlds Without Number System Reference Document (SRD 1.0) under CC0 1.0 Universal
Summary only, not legal advice. Check current terms before publishing.
PublisherMythmere GamesSine Nomine Publishing
Year20232021
LanguagesEnglish, GermanEnglish
Best ForGroups seeking dangerous dungeon expeditions and open wilderness campaigns. Higher-level characters can establish strongholds and govern surrounding settlements.Groups who want an open fantasy sandbox where their own goals drive play. Faction turns and campaign-building tools keep the world moving between sessions.
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.The campaign chapter turns worldbuilding into procedures, with tags and tables that keep sandbox preparation to one session ahead. Faction turns let rival powers act between sessions, so the setting changes even when the players are elsewhere. Shock damage keeps melee misses meaningful and makes armor and shields matter in close combat.
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.Combat resolution is deliberately simple, with positioning and Shock carrying most of the tactical weight. The rules assume a sandbox campaign and offer little structure for pre-planned story arcs. Social conflict is handled by skill checks and GM judgment rather than a dedicated subsystem.