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Dungeon Crawl Classics vs Warhammer Fantasy Roleplay

Compare Dungeon Crawl Classics and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

Dungeon Crawl ClassicsWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleDeadly, Exploration, Gonzo, Dungeon Crawl, One-Shot Friendly, Theater of the Mind, Fast-Paced, Ascending AC, Roll to Cast, Random TablesCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicRoll d20 + modifiers. Unique dice chain shifts die size up/down. Mercurial magic tables.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.
Diced3–d30d100
ComplexityMediumMedium
AccessibilityHighLow
RunnabilityVery HighHigh
License3rd Party LicenseNo open license
Cost$$$$$
PublisherGoodman GamesCubicle 7
Year20122018
Best ForOld-school dungeon crawls with unpredictable magic, character funnels, and a sense of wonder.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.
HighlightsCharacter funnels are distinctive, unpredictable magic system, Appendix N aestheticThe 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.
ConsiderationsRequires unusual dice (d3, d5, d7, d14, d16, d24, d30), spell result tables slow play at higher levels, funnel adventures require many disposable charactersThe 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.