
Of Course Your RPG Bookshelf Needs Swords & Wizardry Light
Rules-lite D&D Fantasy


- free download
- 0e D&D, thus compatible with lots of game material
- 4 classes: Fighter, Cleric, Magic-User, Thief
- 4 races: Humans, Dwarves, Elves, Halflings
- 3 levels (for more, use S&W Complete)
- simplified rules (starting gear packages, reduced spell list, no XP)
- quick character generation
- a small bestiary
- pretty layout for the PDF
- "hackable" .docx document
- text is open content via the OGL
- some rules ambiguity, minor typos 1
- Game Master must be familiar with RPGs, otherwise you won't understand how to play the game
Sample Characters
Why? To play them in an upcoming solo game, of course. (I will run these characters solo through a published adventure.) Roll 3d6 in order: STRength, INTelligence, WISdom, CONstitution, DEXterity, CHArisma. You can use your Ability Score modifiers as bonuses for different actions. But you only get a bonus of +1 for every score of 15 or above. Your hit points depend on your HD (Hit Die), a d6.Harry Cete, Cleric
STR 8 INT 13 WIS 16 (+1) CON 14 DEX 5 CHA 7 HP 6, ST 14 (+2 vs. death & poisons), BHB +0 Mace 1d6 Chain Armor + Shield AC 4 Adventurer's Pack 1 (Backpack, bedroll, flint and steel, 6 torches (burn 1 hr and shed light 30’), 50’ Rope, crowbar, 7 days rations, and a water skin) Clerics don't get spells at level 1.Tylas, Thief
STR 13 INT 10 WIS 4 CON 10 DEX 17 CHA 4 HP 5, ST 15, BHB +0 Long Sword (1d6) and Dagger (1d6) Leather Armor AC 7 Backstab – When attacking with surprise and from behind the thief attacks at +4 to hit and x2 damage Hear Sounds – Thieves have a 3 in 6 chance to hear and identify noise through closed doors Read Normal Languages – Thieves have a 4 in 6 chance to read normal languages Climb Walls – Thieves have a 5 in 6 chance to climb walls and cliffs Thief Skills – Thieves have a 1 in 6 chance to succeed at Finding/Removing Traps, Opening Locks, Hiding in Shadows/Move Silently Adventurer's Pack 2 (Backpack, bedroll, flint and steel, hooded lantern with 2 pints lantern oil (each pint burns for 4 hrs and sheds light 30’), hammer, 12 iron spikes, 10’ pole, 7 days rations and a water skin)Annel Morley, Magic-User
STR 6 INT 10 WIS 11 CON 7 DEX 15 CHA 8 HP 3, ST 15 (+2 vs. magic), BHB +0 Magic Missile: Range: 150 ft Duration: Instantaneous — A magic dart flies where the caster directs, hitting the target, automatically causing 1d6 damage. There is no saving throw. Sleep: Range: 240 ft Duration: Referee’s discretion — This spell puts 2d6+3 HD enemies into an enchanted slumber. It affects creatures based on their hit dice. Dagger 1d6-1, Adventurer's Pack 2Famah, Dwarf Fighter
STR 8 INT 11 WIS 6 CON 12 DEX 9 CHA 10 HP 6, ST 15 (+1 vs. death magic & poisons), BHB +0 +1 to hit & damage when fighting orcs and goblins, defensive bonus in combat because they are hard to hit (-4) +4 on save vs. magic Battle Axe 1d6 Bow 1d6 Chain Armor and Shield AC 4 Adventurer's Pack 1Interested in how it plays? Me, too. P.S. Look, it's a free download and just 4 pages. Just give Swords & Wizardry Light a try.
- I wrote an email to Erik and he addressed my concerns with this blogpost. The .docx file has the corrections. ↩