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Dungeons & Dragons vs Warhammer Fantasy Roleplay

Compare Dungeons & Dragons and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

Dungeons & DragonsWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleTactical, Heroic, Combat-Heavy, Dungeon Crawl, Character Building, High-Fantasy, Grid-Based, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending ACGritty, Deadly, Career-Based, Dark Fantasy, Roleplay-Heavy, Atmospheric, Low-Fantasy, Investigation, Corruption, Lore-Heavy, Licensed Setting, Random Character Creation, Roll to Cast, Grimdark
Core MechanicRoll d20 + modifier against a target DC (for ability checks and saving throws) or AC (for attacks). Meeting or exceeding the target succeeds. Advantage rolls 2d20 and takes the higher; disadvantage takes the lower, replacing most situational modifiers.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.
Diced20d100
ComplexityMediumMedium
AccessibilityHighMedium
CommunityVery HighMedium
LicenseCC BY 4.0 (SRD); core books proprietaryNo open license
Cost$$$$$$
PublisherWizards of the CoastCubicle 7
Year20242018
Best ForGroups who want heroic fantasy adventures with tactical grid combat, deep character customization, and access to more published adventures and supplements than any other RPG.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.
HighlightsAdvantage/disadvantage system simplifies most situational modifiers to a single mechanic. Extensive class and subclass options across 12 base classes with 48 subclasses in the 2024 PHB. The largest third-party content ecosystem in tabletop RPGs. Free basic rules and starter sets lower the barrier to entry.Detailed grimdark setting, career system creates varied character arcs, combat carries real consequences
ConsiderationsHigh-level play (tier 3-4) introduces significant spell interaction complexity and encounter balancing challenges for GMs. No official rules for non-fantasy genres. Three core books at $50 each represent a significant investment for the full rules.Tightly bound to the Old World setting, Success Level math can slow play, expensive supplement line