Sunday, May 4, 2014

Swords & Wizardry Combat Charts Converted to Simple Pluses

I find simple addition to ones roll is much easier than looking up charts these days, so for my own sanity I've converted the S&W Combat Charts to simple pluses, at least thru level 11 or so.

Clerics, Druids and Monks:

Levels 1-2     + 0
            3-4     + 1
            5-6     + 2
            7-8     + 3
              9      + 4
           10-11  + 5

Fighter, Paladin and Ranger:

Levels 1-2     + 0
              3      + 1
            4-5     + 2
              6      + 3
              7      + 4
              8      + 5
              9      + 6
           10-11  + 7

Magic-Users, Thieves and Assassins:

Levels 1-3     + 0
            4-5     + 1
            6-7     + 2
            8-9     + 3
             10      + 4
           11-13   + 5


+ 1 Per HD up to 15 HD


  1. This illustration is from "Rappan Athuk"?

    1. It's reused in the S&W Complete rulebook too.

    2. Thanks, I was about to comment to ask about it.

  2. Or even more simply:

    Fighters: + 1 every level
    Cleric, Thieves, Demihumans: + 1 every second level
    Mages: + 1 every three levels

    I think the OSR DIY mindset works best when the old wargame roots are torn out and replaced by simplicity itself.

    1. Yes. I basically use this, too. Sometimes I place the Thieves in with the Mages and classes with awesome side benefits like Monk, Ranger, Paladin, etc. in with the 2nd tier Clerics.

    2. which is pretty much AD&D progression, except for the demihuman thing

      your progression doesnt match the S&W rules regretfully

  3. And don't forget the Labyrinth Lord version. They didn't even need a Kickstarter back in those days.

  4. where can you download this chart? the author's website doesn't have it anymore and the link above, i don't see where one can download it. thanks!

  5. Call it what it is: Base Attack Bonus. ;)

  6. Thanks for doing that. I finally have some idea of what my rolls for Mirado mean!

    I have to say, having played with tables, THAC0 (in 1st edition), and Base Attack Bonus, I really like the last one. It's very intuitive and easy for me as a player.

    1. I remember a friend of mine, newly getting back into gaming after having used THACO back in the day. We were getting ready to play Castles and Crusades and I was explaining that basic attack bonus was simpler. He looked at me and asked, "but how do you know when you hit?" and then he realized it and his face looked like a light had turned on.

  7. In S&W I give fighters the same progression as monsters, otherwise they suck at levels 6 - 8 (at which point they are advancing more slowly than Magic-Users).

  8. Isn't this already in the S&W book? Page 31 of the PDF I have, Table 35.

    Anyway, this is one of the easy to overlook things that make a big difference in practice when using modules. A 7th level AD&D fighter is much better than a 7th S&W fighter

  9. Yeah, I'm not quite sure why S&W gives the shaft to mid-level Fighters so much. To have them advancing in levels more slowly than Magic-Users when they already suck compared to their AD&D equivalents seems weird.

  10. It's not just fighters and attacks, spells are a mess as well between the different systems and their clones. Shameless plug: http://nilisnotnull.blogspot.com/2014/04/wizard-spell-progressions-compared.html

  11. Thanks, Peter, handy resource.

  12. If you are using descending AC, would you add the bonus to a target's AC making it easier to hit? Would this then be true for magical bonuses to hit, etc.?

    I understand THAC0 (albeit I'm rusty), and I guess one could do a THAC1 (?) for S&W, etc., but this is even easier.


Tenkar's Tavern is supported by various affiliate programs, including Amazon, RPGNow,
and Humble Bundle as well as Patreon. Your patronage is appreciated and helps keep the
lights on and the taps flowing. Your Humble Bartender, Tenkar

Blogs of Inspiration & Erudition