Dice & Glory vs Warhammer Fantasy Roleplay
Compare Dice & Glory and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.
| Dice & Glory | Warhammer Fantasy Roleplay | |
|---|---|---|
| Genre | Fantasy, Universal | Fantasy |
| Play Style | Crunchy, Toolkit, Character Building, Simulation, Tactical, Freeform Magic, Superhero | Career-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting |
| Core Mechanic | Dice Check: roll d20 plus a skill modifier (skill rank + attribute + miscellaneous) and meet or beat a difficulty the GM sets. Standard difficulties run from 10 for easy to 35 for impossible. Attack rolls and saving throws use the same d20, though an attack must also beat the target's Agility Class. A natural 20 is a critical success and a natural 1 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 | d20 | d100 |
| Complexity | Very High | Medium |
| Accessibility | Medium | Low |
| Runnability | High | High |
| License | All Rights Reserved | No open license |
| Cost | $ | $$$ |
| Publisher | Ranger Games Publishing | Cubicle 7 |
| Year | 2014 | 2018 |
| Best For | Rules-comfortable groups building a long campaign from scratch, who would rather engineer a spell or a fighting style than choose one from a list. | 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 | Experience points work as a currency rather than a level track, so an attribute increase and an extra attack come off the same price list. The core book contains no spell list, so a spell is built from its method and effect and then developed with money and time. Knockout points absorb nonlethal damage while weapons bypass them for hit points, so beating an opponent unconscious and killing them are different outcomes. | 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 | Task resolution switches between high-roll d20 checks and roll-under percentile proficiencies, so two scales run side by side. Spells and superhuman powers are built rather than chosen from a list, so two characters of the same level can differ widely in practical capability. Power scale needs policing: fantasy, superheroic, divine, and modern technology all run on one framework. | 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. |