Swords & Wizardry WhiteBox Reference

Exploration

Dungeon Doors

Dungeon doors are large, heavy and even unlocked are hard to open.

Opening Doors:

Listening at Doors

Chance to hear noise:

Secret Doors

Detecting secret doors:

Attribute Bonuses

Universal Attribute Bonus (Alternate Rule)

Attribute Score Description Bonus
3-6 Below Average -1 (or -5%)
7-14 Average None
15-18 Above Average +1 (or +5%)

Charisma Table

Charisma Max Hirelings Loyalty Modifier
3-41-2
5-62-2
7-83-1
9-1240
13-155+1
16-176+2
187+2

Ancestries (Races)

Dwarf

Class Limitations: Fighter only, max 6th level

Abilities:

Elf

Class Limitations: Fighter (max 4th level) or Magic-user (max 8th level). Choose which class at start of each adventure.

Abilities:

Elf Variant: Some Referees allow Elves to blend Fighter/Magic-user abilities simultaneously with separate advancement table and restrictions (can wear chain mail max, no two-handed weapons or shields while casting).

Halfling

Class Limitations: Fighter only, max 4th level

Abilities:

Movement

Base Movement Rate

Base movement rate for all races is calculated on the table below in tens of feet per turn, allowing for two moves per turn.

Weight Carried (lb.) Elf/Human Dwarf/Halfling
0-75129
76-10096
101-15063
151-30033

Movement Types

Careful movement is used for exploring, checking for traps and hidden things.

Running movement is used when you are trying to get somewhere fast or get away from something wicked.

Normal movement is pretty much everything else.

Movement Type Adjustment
CarefulHalf of Movement Rate
NormalMovement Rate
RunningDouble Movement Rate
Combat1/3 Movement Rate

Note: Careful, Normal, and Running movement rates apply to exploration turns (10 minutes) and allow for two moves per turn. Combat movement is per combat round (1 minute) and represents restricted movement during active fighting.

Example: A character with Movement Rate 12 can move 120 feet normally (or 240 feet using both moves in a turn), 60 feet carefully (120 feet with both moves), or 240 feet running (480 feet with both moves). In combat, the same character moves only 40 feet per round.

Equipment Weight: A "normal" level of miscellaneous equipment weighs 10 pounds. Each coin and gem weighs 0.1 pound.

Time

Armor

Armor AC Effect [AAC] Weight (lb.) Cost (gp)
Chain mail-4 [+4]5030
Leather-2 [+2]2515
Plate mail-6 [+6]7550
Shield-1 [+1]1010

Armor Class Systems

Descending AC (traditional):

Ascending AC (modern):

Conversion: AC + AAC = 19 (e.g., AC 7 = AAC [12])