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Conan: The Hyborian Age vs Warhammer Fantasy Roleplay

Compare Conan: The Hyborian Age and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

Conan: The Hyborian AgeWarhammer Fantasy Roleplay
GenreFantasyFantasy
TagsClassless, Combat-Heavy, Cinematic, Gritty, Licensed IP, Low-Prep, Skill-Based, Strong GM Support, Sword & Sorcery, TacticalCareer-Based, Combat-Heavy, Corruption, Crunchy, Dark Fantasy, Grimdark, Gritty, Licensed IP, Strong GM Support, Tactical
Core MechanicRoll a Stat die, add the Stat value and modifiers, and meet or exceed a GM-set Difficulty. Player characters also roll a separate Flex die with nearly every roll; a maximum result triggers a choice such as gaining Stamina, turning failure into success, refunding sorcery costs, or inflicting Massive Damage.Roll d100 equal to or under the relevant Skill or Characteristic. Success Levels compare the tens digits of target and roll, with circumstances modifying the result. Opposed Tests compare the sides' Success Levels.
Diced6–d10d100
ComplexityMediumHigh
AccessibilityHighMedium
RunnabilityVery HighVery High
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNo verified route foundNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherMonolith Board Games SARLCubicle 7 Entertainment Ltd.
Year20252026
Best ForGroups who want combat-forward Conan adventures of treasure hunting in lost cities and ancient tombs. Sorcery is rare and costly.Groups who want a career-driven grim fantasy campaign where social pressure, investigation, travel, and consequential combat make precarious adventurers feel rooted in the Old World.
HighlightsA player-only Flex die turns maximum results into immediate choices such as automatic success, Stamina, a sorcery refund, or Massive Damage. Stamina lets characters push movement, rolls, damage, and learned skills when the moment matters. Abstract Range supports combat without a physical map, while optional Areas add map-based positioning without replacing the core procedure.Success Levels make ordinary and opposed Tests express degree of outcome as well as success or failure. Careers connect a character's status, equipment, and advancement to their work and history. Between-adventure procedures give downtime lasting consequences for a character's finances, opportunities, and advancement.
ConsiderationsCombat asks players to track action economy, defenses, and resource state at once. Sorcery is restricted by character Origin and can consume Life, Stamina, actions, and ongoing upkeep. Wealth and noncombat possessions are abstract, while difficulty, encounter tuning, and dramatic interventions rely on GM judgment.Combat links hit locations, critical wounds, Conditions, armour, weapons, and psychology. Career progression uses eligibility, status, trappings, and tracked advances instead of entirely freeform choices. Magic and religion add role-specific procedures on top of the shared Test system.