Dungeon Crawlers vs Warhammer Fantasy Roleplay
Compare Dungeon Crawlers and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.
| Dungeon Crawlers | Warhammer Fantasy Roleplay | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Rules-Light, One-Shot Friendly, Dungeon Crawl, Low-Prep, Fast-Paced, Fiction-First, Freeform Magic, Heroic, Theater of the Mind | Career-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting |
| Core Mechanic | Build a pool of Action dice (d6s) from trademarks and edges. Roll Danger dice for obstacles: matching Danger dice cancel Action dice. Highest remaining Action die determines success (6 = full, 4–5 = partial, 3 or less = fail). | 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 | d6 dice pool | d100 |
| Complexity | Very Low | Medium |
| Accessibility | Medium | Low |
| Runnability | Low | High |
| License | All Rights Reserved | No open license |
| Cost | $ | $$$ |
| Publisher | Peril Planet | Cubicle 7 |
| Year | 2020 | 2018 |
| Best For | Groups wanting instant fantasy dungeon-crawling with minimal rules: perfect for one-shots, new players, or when you forgot your rulebooks. | 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 | Entire game fits on 2 pages, character creation in minutes, freeform magic system, built-in adventure generator, same action/danger dice as Neon City Overdrive | 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 | Very minimal: no detailed combat or advancement systems, limited long-campaign support, lacks depth for crunch-oriented players | 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. |