Barbarians of Lemuria vs Warhammer Fantasy Roleplay
Compare Barbarians of Lemuria and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.
| Barbarians of Lemuria | Warhammer Fantasy Roleplay | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Rules-Light, Pulp Action, Sword & Sorcery, Beginner-Friendly, Fast-Paced | Career-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting |
| Core Mechanic | Roll 2d6 + attribute + career (or combat ability), 9+ to succeed. Four attributes (Strength, Agility, Mind, Appeal) and four combat abilities (Initiative, Melee, Ranged, Defence) rated 0–5. Careers replace individual skills: if your career is relevant, add its rating. Boons roll 3d6 keep best two; flaws roll 3d6 keep worst two. Hero Points fuel dramatic escapes and heroic feats. | 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 | 2d6 | d100 |
| Complexity | Low | Medium |
| Accessibility | Medium | Low |
| Runnability | High | High |
| License | All Rights Reserved | No open license |
| Cost | $ | $$$ |
| Publisher | Beyond Belief Games | Cubicle 7 |
| Year | 2015 | 2018 |
| Best For | Groups who want fast, pulpy sword and sorcery in the vein of Conan: career-based characters, boons and flaws, and combat that resolves in minutes. | 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 | Career system is intuitive and fast, combat resolves in minutes, Hero Points enable pulp heroics, simple to learn and teach, spawned the Everywhen universal toolkit | 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 Lemuria setting, limited character advancement, combat lacks tactical depth | 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. |