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EZD6 vs Warhammer Fantasy Roleplay

Compare EZD6 and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

EZD6Warhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleRules-Light, Beginner-Friendly, Low-Prep, One-Shot Friendly, Fast-Paced, Theater of the Mind, HeroicCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicRoll 1d6 vs. a target number (typically 3 for combat). Boons roll 2d6 and keep the highest; banes keep the lowest. No attributes or modifiers: characters are differentiated by hero paths, species, and inclinations. Three strikes and you're down; armor provides a separate save. Karma earned on failures can boost future rolls. The Hero Die grants clutch rerolls.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.
Diced6d100
ComplexityVery LowMedium
AccessibilityMediumLow
RunnabilityLowHigh
LicenseProprietaryNo open license
Cost$$$$
PublisherRunehammer GamesCubicle 7
Year20222018
Best ForGroups who want fast, fun fantasy with almost no rules overhead: pick a hero path, grab some d6s, and play. Great for new players and convention games.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.
HighlightsVery easy to learn and teach, hero paths feel distinct without complex mechanics, karma and hero die create drama, runs well for one-shots and pickup gamesThe 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.
ConsiderationsFantasy only: no official genre support, three classes per path limits long-campaign variety, minimal character advancement, no tactical depthThe 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.