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.
- Hit Die: 1d6. All classes use d6 hit dice in OD&D. Constitution bonuses of +1 apply only with a score of 15+.
- Attack Bonus: +0 at level 1. Attacks are resolved on a matrix or with a Base Hit Bonus. To hit AC 0 (equivalent to plate + shield), a level 1 Fighter needs to roll a 19.
- Armor Class: Descending, base 9 (unarmored). WhiteBox also provides ascending AC as an option (base 10).
- Saving Throw: Single saving throw of 14. One number for all effects — poison, spells, breath weapons, everything.
- Class Features: None at level 1. Fighters gain +1 to hit and damage at higher levels, but at level 1 they are a blank slate.
- Weapons & Armor: All weapons deal 1d6 damage. Fighters can use any weapon and any armor, including shields.
- XP to Level 2: 2,000
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.
- Hit Die: 1d8. The Fighter gets the d8 from Supplement I (Greyhawk), one of the key mechanical upgrades over the original d6.
- Attack Bonus: THAC0 19. Uses an attack matrix. A level 1 Fighter needs a 17 to hit AC 2 (plate + shield). Appendix A provides ascending AC with an attack bonus of +1.
- Armor Class: Descending, base 9 (unarmored). Appendix A provides ascending AC as an option (base 11, calculated by subtracting descending AC from 20).
- Saving Throws: Five categories — Death Ray/Poison: 12, Magic Wands: 13, Paralysis/Petrify: 14, Dragon Breath: 15, Spells: 16.
- Class Features: None at level 1. At higher levels, Fighters gain multiple attacks against creatures with less than 1 HD.
- Weapons & Armor: Any weapon, any armor, shields. Variable weapon damage by weapon type (from Supplement I).
- XP to Level 2: 2,000
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.
- Hit Die: 1d8. Constitution bonuses apply per the standard modifier table (+1 at 13-15, +2 at 16-17, +3 at 18).
- Attack Bonus: +0 at level 1. S&W Complete uses ascending AC with a Base Hit Bonus by default. To hit AC 19 (plate + shield), a level 1 Fighter needs a 19.
- Armor Class: Ascending, base 10 (unarmored). Descending AC is provided as an alternative.
- Saving Throw: Single saving throw of 14. Same as WhiteBox — one number covers everything.
- Class Features: None at level 1. At higher levels, Fighters gain multiple attacks against creatures with 1 HD or less.
- Weapons & Armor: Any weapon, any armor, shields. Variable weapon damage by weapon type.
- XP to Level 2: 2,000
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.
- Hit Die: 1d8. Constitution modifier applies: +1 at 13-15, +2 at 16-17, +3 at 18.
- Attack Bonus: THAC0 19. A level 1 Fighter needs a 19 to hit AC 0.
- Armor Class: Descending, base 9 (unarmored). OSE also provides ascending AC (base 10) as an option.
- Saving Throws: Five categories — Death/Poison: 12, Wands: 13, Paralysis/Petrify: 14, Breath: 15, Spells/Rods/Staves: 16.
- Class Features: None at level 1.
- Weapons & Armor: Any weapon, any armor, shields. Variable weapon damage by weapon type (d4 through d10).
- XP to Level 2: 2,000
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.
- Hit Die: 1d8. Constitution modifier applies using the standard modifier table.
- Attack Bonus: +1 at level 1. Basic Fantasy uses an attack bonus added to a d20 roll against ascending AC.
- Armor Class: Ascending, base 11 (unarmored).
- Saving Throws: Five categories — Death Ray/Poison: 12, Magic Wands: 13, Paralysis/Petrify: 14, Dragon Breath: 15, Spells: 16.
- Class Features: None at level 1.
- Weapons & Armor: Any weapon, any armor, shields. Variable weapon damage by weapon type.
- XP to Level 2: 2,000
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.
- Hit Die: 1d10. Constitution bonuses for Fighters are uniquely generous — an 18 Con grants +4 HP per die (only Fighters and their subclasses get bonuses above +2).
- Attack Bonus: THAC0 20. Uses the combat matrix from the DMG. A level 1 Fighter needs a 20 to hit AC 0.
- Armor Class: Descending, base 10 (unarmored).
- Saving Throws: Five categories — Paralysis/Poison/Death: 14, Petrify/Polymorph: 15, Rod/Staff/Wand: 16, Breath Weapon: 17, Spells: 17.
- Class Features: Weapon specialization (optional, from Unearthed Arcana) grants +1 to hit and +2 damage with a chosen weapon. Fighters with 18 Strength roll percentile strength (18/01 through 18/00) for additional bonuses — a mechanic originating in the Greyhawk supplement (1975) and unique to the Fighter class.
- Weapons & Armor: Any weapon, any armor, shields. Variable weapon damage. Weapons also have speed factors and damage vs. large creatures.
- XP to Level 2: 2,000
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.
- Hit Die: 1d10. Constitution modifier adds to HP per standard d20 modifier table (+1 at 12-13, up to +3 at 18-19).
- Attack Bonus: +1 at level 1. Uses a bonus added to a d20 roll against an ascending AC. The Fighter's attack bonus progresses at +1 per level, the fastest in the game.
- Armor Class: Ascending, base 10 (unarmored).
- Saving Throws: The SIEGE Engine replaces traditional saves. Fighters choose Strength and one other attribute as "primes" (target 12); non-primes target 18. Physical saves use the relevant attribute check.
- Class Features: Weapon specialization at 1st level grants +1 to hit and +1 damage with a chosen weapon. Combat Dominance begins at 4th level, granting extra attacks against opponents with 1 HD or less.
- Weapons & Armor: Any weapon, any armor, shields.
- XP to Level 2: 2,001
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.
- Hit Die: 1d10. Constitution bonuses for Warriors (Fighter, Paladin, Ranger) can exceed the normal +2 cap — an 18 Con grants +4 HP per die.
- Attack Bonus: THAC0 20. Same as AD&D 1e at level 1. Progresses by 1 per level (the fastest in the game).
- Armor Class: Descending, base 10 (unarmored).
- Saving Throws: Five categories — Paralysis/Poison/Death: 14, Rod/Staff/Wand: 16, Petrification/Polymorph: 15, Breath Weapon: 17, Spell: 17.
- Class Features: Percentile strength (18/01 through 18/00) for Fighters with 18 Str, same as 1e. Weapon specialization available at level 1 — grants +1 to hit, +2 damage, and extra attacks (3/2 at levels 1-6) with a chosen melee weapon. Fighters also get 4 initial weapon proficiency slots (more than any other class).
- Weapons & Armor: Any weapon, any armor, shields. Weapon proficiency system — non-proficient weapons take a -2 penalty.
- XP to Level 2: 2,000
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.
- Hit Die: 1d10. Constitution modifier adds to HP.
- Attack Bonus: +1 Base Attack Bonus at level 1.
- Armor Class: Ascending, base 10 + Dex modifier (unarmored).
- Saving Throws: Three categories — Fortitude: +2, Reflex: +0, Will: +0. The Fighter has the best Fortitude save progression in the game.
- Class Features: Bonus feat at level 1, selected from a list of combat feats (Cleave, Dodge, Improved Initiative, Power Attack, Weapon Focus, etc.). All characters also receive a feat at 1st level, so a 1st-level Fighter starts with two feats (three if human).
- Weapons & Armor: All simple and martial weapons. All armor (light, medium, heavy), all shields including tower shields.
- XP to Level 2: 1,000
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.
- Hit Die: 1d10. Constitution modifier adds to HP. Starting HP is 10 + Con modifier (max die, not rolled).
- Attack Bonus: Proficiency bonus +2, plus Strength (or Dexterity) modifier. With 16 Str, that's +5 to hit. Uses a d20 roll against ascending AC.
- Armor Class: Ascending, base 10 + Dex modifier (unarmored). With chain mail: AC 16.
- Saving Throws: Two proficient saves — Strength and Constitution. Proficient saves add +2 (proficiency bonus) to the roll. Non-proficient saves use just the ability modifier.
- Class Features: Fighting Style (chosen at level 1 — Defense, Dueling, Great Weapon Fighting, Protection, etc.) and Second Wind (bonus action to heal 1d10 + level HP, once per short rest).
- Weapons & Armor: All weapons, all armor, shields. Variable weapon damage. Weapons have properties (finesse, heavy, versatile, etc.).
- XP to Level 2: 300
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?"