Coyote & Crow vs Warhammer Fantasy Roleplay
Compare Coyote & Crow and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.
| Coyote & Crow | Warhammer Fantasy Roleplay | |
|---|---|---|
| Genre | Scifi, Fantasy | Fantasy |
| Play Style | Character Building, Character-Driven, Classless, Skill-Based, Tactical, Theater of the Mind, Lore-Heavy, Heroic | Career-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting |
| Core Mechanic | Build a d12 pool from Skill Rank, the applicable related Stat, and modifiers. Trained Skills use the higher related Stat, while Rank 0 uses the lower. Each die meeting the Success Number, usually 8, adds one success. Each 1 subtracts a success, while each 12 creates a Critical die. A positive total succeeds, 0 fails, and a negative total is a critical failure. | 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 | d12 dice pool | d100 |
| Complexity | High | Medium |
| Accessibility | High | Low |
| Runnability | Very High | High |
| License | All Rights Reserved | No open license |
| Cost | $$ | $$$ |
| Publisher | Coyote & Crow Games | Cubicle 7 |
| Year | 2021 | 2018 |
| Best For | Groups that want character-driven exploration and protection in an Indigenous science-fantasy future. It suits tables that prefer consequential choices and tactical conflicts resolved through abstract range bands. | 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 | Player-authored Goals turn character ambitions into advancement, keeping campaign development tied to choices made in play. Chosen Initiative makes turn order a recurring tactical decision instead of a one-time roll. The Three Path Concept turns non-linear scenario design into a concrete prep tool, so major obstacles support meaningful alternatives to combat. | 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 | The unified check is consistent, but character options and interlocking encounter procedures create substantial rules overhead. Success Numbers and critical Story Events depend on Story Guide judgment, so consistent difficulty and consequences require steady table rulings. The setting leaves much of its metaphysics deliberately open, requiring the group to establish what is real before play. | 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. |