Getting started with Sword World 2.5 in the West
What Sword World 2.5 is, how its 2d6 system works, and what you need for your first session in the world of Raxia.
Sword World 2.5 is the most-played tabletop RPG in Japan, created by Group SNE. It is set in Raxia, a fantasy world, and uses a simple system based on 2d6 rolls. This guide gives you the mental map to start even if you have never touched the rulebooks.
The idea in one sentence
You build an adventurer by combining disciplines (class skills), roll 2d6 + modifiers against a difficulty, and level up by spending experience on the disciplines you care about.
What makes it different
- Open multiclass. You do not pick "one class". You freely combine disciplines —warrior, magic and utility— with no rigid prerequisites. Your identity comes from the mix.
- 2d6, not d20. Results cluster around the average, so competence matters more than extreme luck.
- Everything is an adventurer. Your "adventurer level" and derived stats (HP, MP, resistances) come from the sum of your disciplines.
Concepts you will see everywhere
- Discipline (技能): each block of skills you can level up. The Hub identifies 30 of them.
- Table A / Table B: two experience-cost paces. A is more powerful but pricier; B levels up cheaper.
- Ability and bonus: your base attributes; the bonus you use on rolls is the ability score divided by 6.
- HP and MP: your physical and magical staying power, computed from your level and abilities.
Your first practical step
- Browse the Class Explorer to see the 30 disciplines with their role and family.
- If you do not know where to begin, use the Recommender: answer a few questions and it ranks disciplines by fit with your style.
- Once you have an idea, take it to the Planner to see the experience cost and derived stats.
A note on sources
This Hub systematizes rules and functions with provenance; it does not reproduce rulebook text. Some numeric values are community transcriptions and are marked as such: verify them at tables that demand literal accuracy. If the system hooks you, support the official Group SNE products.
Example builds to start
Three solid combinations for your first adventurer. Open them in the planner and tweak to taste:
- Reliable frontliner — Fighter + Scout: you hit and endure, and add detection and utility on top. Open in the planner.
- Mage with an edge — Sorcerer + Fencer: versatile magic damage with decent personal defense if reached. Open in the planner.
- Sturdy support — Priest + Fighter: you heal the party and don't fall to the first hit. Open in the planner.
FAQ
Do I need the official rulebooks to start?
To understand the system with the Hub, no. To play at a table you should have access to Group SNE's official rules: the Hub systematizes them with provenance but does not reproduce their text.
How many disciplines can a character have?
As many as you like: multiclass is open with no rigid prerequisites. When starting, one or two well-chosen disciplines perform better than many half-baked ones.
What dice does Sword World 2.5 use?
The system is based on 2d6 rolls plus your modifiers against a difficulty. Results cluster around the average, so competence matters more than extreme luck.
What's the difference between Table A and Table B?
Table A is more powerful but costs more experience to level; Table B levels up cheaper and combines better as a second discipline.