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Adventures in Middle-earth vs Warhammer Fantasy Roleplay

Compare Adventures in Middle-earth and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

Adventures in Middle-earthWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleJourney, Corruption, Licensed Setting, Low-Fantasy, Lore-Heavy, Social Intrigue, Character BuildingCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicUses the Dungeons & Dragons 5th Edition engine: roll a d20, add an ability modifier and proficiency, and compare the total to a difficulty number. Advantage and disadvantage, rolling two d20s and keeping the higher or lower, are the main swing on that roll.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
AccessibilityVery LowLow
RunnabilityVery HighHigh
LicenseOGL 1.0a; Middle-earth Enterprises licenseNo open license
Cost$$$$$$
PublisherCubicle 7Cubicle 7
Year20162018
Best ForGroups who already know 5th Edition D&D and want a low-magic, Tolkien-faithful campaign built around travel, reputation among the Free Peoples, and slow-burn corruption instead of spellcasting and dungeon loot. It suits a long campaign that plays out the Journey and Fellowship Phase cycle across in-game years more than a single one-shot.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.
HighlightsThe Journey subsystem resolves overland travel through assigned companion roles and branching event tables, so a trek across Wilderland produces its own hazards and pacing rather than being skipped over. Shadow points replace alignment with a tracked corruption economy that climbs from the Miserable condition to permanent madness, giving each character a mechanical moral pressure tied to their class. Audiences resolve encounters with lords and elders through an eleven-culture attitude chart and an introduction check, so a hero's standing among the Free Peoples is a concrete mechanical fact rather than pure GM judgment.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.
ConsiderationsNone of the six classes cast spells, so a group wanting a traditional wizard or cleric has to import one from another 5e game. Combat is essentially unmodified 5th Edition, so groups already tired of standard tactical D&D combat will find the same core fight rules here. Shadow adds a second per-character failure economy alongside hit points, with permanent points that never heal and must be tracked across an entire campaign.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.