Not Good, but Profitable

That’s become our motto. Tim Shorts got a great writeup done, and Peter followed. They covered everything, so I’ll restrict myself to comments about the system itself.

I like Swords and Wizardry. It’s a fairly rules-light system even in its Complete version, though some simplification or rationalization of game mechanics could still be done. That’s more a result of hewing to the original source material, which was of course a design mission for the game. But Erik, Tim, Peter, and others have played S&W Complete through many adventures.

Sword and Wizardry Light, and now it’s “Extra” version, which adds material rather than being Extra Light, is a rules skeleton by design. It’s got a bit more – such as the ranger and paladin classes – than the basic four of the SWL set. But it really does work best when all of the concepts in playing D&D are already reasonably well known, and also when the players are not shy about roleplaying disadvantageous ability scores with no mechanical support.

You roll 3d6, either in order or assign as you like. We’d decided on race/class before the game started, with Peter an Elf/Mage, me an Elf/Ranger, and Tim a Halfling/Fighter. I rolled 3d6, mostly hit 9-12, but picked up two 15’s, which are good for +1 to something. In my case I did DEX (for my bow) and CON (for HP).

The system only uses 20-sided and 6-sided dice, and d20s are only used for attack rolls and saving throws. Everything else, from Hit Dice to initiative to damage, are d6s. I’m cool with that. I play GURPS. Continue reading “Swords and Wizardry Xtra (Light) – B-Team Makes Friends”