TTRPG Wiki

Compare tabletop RPG systems to find your next game

Adventurer Conqueror King System vs Warhammer Fantasy Roleplay

Compare Adventurer Conqueror King System and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

Adventurer Conqueror King SystemWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleCrunchy, Sandbox, Domain Management, Character Building, Simulation, Dungeon Crawl, Ascending AC, Vancian CastingCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicRoll d20 + modifiers vs. a target value for attack throws, saving throws, and proficiency throws. 18 classes across core (Fighter, Explorer, Thief, Mage, Crusader, Venturer), campaign (Assassin, Barbarian, Bard, Bladedancer, Paladin, Priestess, Shaman, Warlock, Witch), and demi-human archetypes. 110 proficiencies and 378 spells. Characters progress from adventurers to domain rulers with integrated systems for strongholds, realms, mercantile ventures, criminal syndicates, armies, pitched battles, and sieges.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
ComplexityHighMedium
AccessibilityLowLow
RunnabilityHighHigh
LicenseAll Rights ReservedNo open license
Cost$$$$$$
PublisherAutarch LLCCubicle 7
Year20242018
Best ForGroups who want a B/X-rooted OSR game that seamlessly scales from dungeon crawling to ruling kingdoms, with deeply integrated economics, domain management, and mass combat.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.
HighlightsDetailed domain and kingdom management rules, economics and mercantile systems are integrated throughout, mass combat scales from skirmishes to wars, 18 classes with quick-start templates, builds on B/X foundationsThe 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.
Considerations540+ page rulebook is intimidating, tightly coupled subsystems, fantasy-only with narrow genre support, very high GM prep for domain-level playThe 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.