Comparing the Fighter

April 18, 2026

The Fighter is the one class that appears in every edition and retroclone of D&D. It is the baseline — the class with the fewest moving parts and the clearest job: hit things, don't die. But how the Fighter accomplishes that job varies quite a bit depending on which rules you're using.

This post compares the level 1 Fighter across ten systems: OD&D (via Swords & Wizardry WhiteBox), OD&D + Greyhawk (via Iron Falcon), OD&D + supplements (via Swords & Wizardry Complete), B/X (via Old School Essentials), Basic Fantasy RPG, AD&D 1e (via OSRIC), Castles & Crusades, AD&D 2e (via For Gold & Glory), the 3rd Edition SRD, and D&D 5th Edition. The comparison is purely mechanical — hit dice, attack bonuses, saving throws, class features, and equipment.

OD&D / Swords & Wizardry WhiteBox

WhiteBox is a retroclone of the original 1974 D&D rules (the "three little brown books"). The Fighter here is as stripped-down as the class gets.

OD&D + Greyhawk / Iron Falcon

Iron Falcon is a retroclone of OD&D as expanded by the Greyhawk supplement (Supplement I, 1975) — the name itself is a play on words, a nod to its source material. Where WhiteBox covers the three original booklets, Iron Falcon captures the game after its first major expansion: variable hit dice, variable weapon damage, and expanded class options.

OD&D + Supplements / Swords & Wizardry Complete

Swords & Wizardry Complete is a retroclone of OD&D with all of its supplements — Greyhawk, Blackmoor, Eldritch Wizardry, and Gods, Demi-Gods & Heroes — plus material from The Strategic Review and early Dragon Magazine articles. It represents the full scope of the original game before AD&D codified everything into a new edition, while keeping the streamlined single saving throw.

B/X / Old School Essentials

B/X (1981, Moldvay/Cook) is the most popular base for modern OSR games. Old School Essentials is a faithful restatement with cleaner layout. The Fighter is straightforward but gets variable weapon damage, a meaningful step up from OD&D.

Basic Fantasy RPG

Basic Fantasy RPG is a B/X-based retroclone that makes one big modernizing change: ascending Armor Class. It is free, open-source, and community-maintained. The Fighter follows the B/X mold closely but with a few streamlined touches.

AD&D 1e / OSRIC

AD&D 1e (1977-1979) added significant complexity. OSRIC (Old School Reference and Index Compilation) faithfully reproduces these rules as an open reference. The Fighter here is more powerful than in B/X but also more entangled with subsystems.

Castles & Crusades

Castles & Crusades bridges old-school and modern design with its SIEGE Engine mechanic. The Fighter benefits from this system more than any other class, gaining combat-relevant primes and weapon specialization at level 1.

For Gold & Glory

For Gold & Glory is a retroclone of AD&D 2nd Edition — the version many of us grew up on in the late '80s and early '90s. 2e is largely compatible with 1e but streamlines several subsystems. Weapon speed factors are gone in favor of a cleaner proficiency system, and the old d6 minor tests (forcing stuck doors, etc.) become d20 roll-low checks — functionally the same mechanic with more variance. The Fighter keeps percentile strength and the d10 hit die.

3rd Edition SRD

The 3rd Edition SRD (System Reference Document) represents the d20 System version of D&D, released under the Open Game License in 2000. 3rd Edition was a ground-up redesign of the game: unified d20 mechanic, ascending AC, Base Attack Bonus, three saving throw categories, and the feat system. The Fighter is built around feats — bonus combat feats at 1st level and every even level thereafter.

D&D 5th Edition

5e's Fighter is the most feature-rich version at level 1, reflecting the modern design philosophy that every class should have meaningful choices and abilities from the start.

At a Glance

System Hit Die Attack AC Type Saves Level 1 Features XP to Lvl 2
S&W WhiteBox 1d6 +0 Desc (9) 1 (14) None 2,000
Iron Falcon 1d8 THAC0 19 Desc (9) / Asc (11) 5 None 2,000
S&W Complete 1d8 +0 Asc (10) 1 (14) None 2,000
B/X (OSE) 1d8 THAC0 19 Desc (9) 5 None 2,000
Basic Fantasy 1d8 +1 Asc (11) 5 None 2,000
AD&D 1e (OSRIC) 1d10 THAC0 20 Desc (10) 5 % Str, Wpn Spec (opt) 2,000
Castles & Crusades 1d10 +1 Asc (10) SIEGE Wpn Spec 2,001
For Gold & Glory 1d10 THAC0 20 Desc (10) 5 % Str, Wpn Spec (3/2 attacks) 2,000
3e SRD 1d10 +1 BAB Asc (10) 3 (Fort/Ref/Will) Bonus feat 1,000
D&D 5e 1d10 +2 prof Asc (10) 2 (Str, Con) Fighting Style, Second Wind 300

What the Numbers Tell Us

The most obvious trend is the hit die climbing from d6 to d10 as the game evolved. OD&D treated all characters as roughly equal in durability — you were as tough as a Magic-User at level 1, and differentiation came from what you could do, not how many hits you could take. By AD&D, the Fighter's identity was built around being the toughest person in the room, and the d10 has stuck ever since.

Saving throws tell an interesting story too. OD&D's single save is elegant and fast. B/X and AD&D split saves into five categories that reward certain classes against certain threats. Castles & Crusades folded saves back into attribute checks, anticipating where 5e would land with its two-save proficiency system. Each approach reflects a different answer to the same question: how granular should a character's defenses be?

The biggest gap is in level 1 features. In most OSR systems, a level 1 Fighter has no special abilities at all — you are your equipment and your player's decisions. 3rd Edition was the first to change this: the Fighter's bonus feat at level 1 gave the class a meaningful mechanical choice before the first session even started. D&D 5e pushed further with a Fighting Style and Second Wind before you've rolled initiative for the first time. Neither approach is wrong, but they produce very different games. One asks "what do you do?" The other asks "which ability do you use?"