THIS VERSION: February 2013
Based on work by Matthew J. Finch
Swords & Wizardry, S&W, and Mythmere Games are the trademarks of Matthew J. Finch, and I (Fitz) am not affiliated with Matthew J. Finch or Mythmere Games™
So, What's The Difference?
- The largest change from Matthew's S&W Core Rules is the removal of the Cleric class, and its replacement with the Fighter-Mage.
- I've simplified the "spells per day" system so that it doesn't require any table reference.
- All spells (both Clerical and Magic-User) have been conflated into a single list. Where there were differences between divine and arcane versions of the spell, I've just chosen the one that appealed most to me.
- Spells have been divided into 20 spell-levels rather than 9, and magic-users can cast spells of any spell level equivalent to or lower than their own character level.
- I've added details on how I handle spell acquisition.
- I've changed and/or expanded on certain spell descriptions (e.g. Feather Fall, Resurrection) and will, no doubt, do the same to others as well over time.
- Turn Undead is now a spell (though it remains an innate ability for certain sub-classes).
- I've added the Thief to the core character classes.
- Sub-classes (Barbarian, Bard, Druid, Paladin, Priest, and Ranger so far) are not fully-fledged classes in their own right, but are designed as modules to be attached to one of the four core classes. They add capabilities to that class, and increase the amount of experience required to go up levels.
- I've expanded on the "Specific Situations" section of the Combat rules.
- Surprise and Initiative use multiple types of die (rather than just a d6) depending on the characteristics of the PC or monster.
- I've greatly expanded the Equipment lists and details.
There are a few other changes or expansions here and there. I may attach some campaign-specific details, such as information on PC and NPC races, but I'll keep that stuff on their own separate pages so that they can be easily ignored.