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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 AgeWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleTactical, Combat-Heavy, GM-Friendly, Heroic, Ascending ACGritty, Deadly, Career-Based, Dark Fantasy, Roleplay-Heavy, Atmospheric, Low-Fantasy, Investigation, Corruption, Lore-Heavy, Licensed Setting, Random Character Creation, Roll to Cast, Grimdark
Core MechanicRoll 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.
Diced20d100
ComplexityMediumMedium
AccessibilityHighMedium
CommunityMediumMedium
LicenseORC LicenseNo open license
Cost$$$$$
PublisherPelgrane PressCubicle 7
Year20252018
Best ForGroups 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.
HighlightsEscalation die keeps combat moving, One Unique Things and Icon Relationships create narrative hooks, streamlined monster design makes GM prep fastDetailed grimdark setting, career system creates varied character arcs, combat carries real consequences
ConsiderationsTightly coupled to its default setting through the Icon system, some classes have complex trigger systemsTightly bound to the Old World setting, Success Level math can slow play, expensive supplement line