13th Age vs Warhammer Fantasy Roleplay
Compare 13th Age and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.
| 13th Age | Warhammer Fantasy Roleplay | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Tactical, GM-Friendly, Heroic, Ascending AC | Career-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting |
| Core Mechanic | Roll d20 + modifier vs. defense. The escalation die (a d6 that increases each combat round, adding to player attacks) builds momentum. One Unique Things and Icon Relationships tie characters to the setting and drive story. | Roll d100 under skill or characteristic. Success Levels measure degree of success by comparing the tens digits of the target and the roll. Advantage accumulates during combat, adding +10 per point to attack tests. |
| Dice | d20 | d100 |
| Complexity | Medium | Medium |
| Accessibility | Medium | Low |
| Runnability | Very High | High |
| License | ORC License | No open license |
| Cost | $$ | $$$ |
| Publisher | Pelgrane Press | Cubicle 7 |
| Year | 2025 | 2018 |
| Best For | Groups who love d20 fantasy combat but want more narrative freedom, improvisational play, and story-driven character connections baked into the mechanics. | Groups who want dark, gritty fantasy where ordinary people face extraordinary dangers in a richly detailed setting. The career system creates unique character arcs from rat catcher to witch hunter. |
| Highlights | Escalation die keeps combat moving, One Unique Things and Icon Relationships create narrative hooks, streamlined monster design makes GM prep fast | The career system structures advancement around trades, moving a character through jobs that shape both skills and story. Success Levels measure how far a d100 test beats or misses its target, turning every roll into a degree of result. Advantage accumulates during a fight, rewarding momentum with stacking bonuses to attack tests. |
| Considerations | Tightly coupled to its default setting through the Icon system, some classes have complex trigger systems | The rules assume the Old World setting, so moving WFRP elsewhere means reworking its careers and tone. Comparing tens digits for Success Levels on every test adds a math step that can slow combat. Advancement is career-gated, so a character often must finish or leave a career before branching into new skills. |