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Hero Kids vs Warhammer Fantasy Roleplay

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

Hero KidsWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleBeginner-Friendly, One-Shot Friendly, Grid-Based, Family, Low-Prep, HeroicCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicRoll d6 dice pool (pool size from hero card stats). Attacker's highest die vs. defender's highest die: equal or higher hits. Ability tests roll pool vs. target number (4/5/6).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.
Diced6 dice poold100
ComplexityVery LowMedium
AccessibilityMediumLow
RunnabilityHighHigh
LicenseProprietaryNo open license
Cost$$$$
PublisherHero Forge GamesCubicle 7
Year20122018
Best ForParents introducing kids aged 4–10 to tabletop RPGs. Simple enough for young children, with grid combat and pre-made hero cards.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.
HighlightsGenuinely playable by young children, print-and-play hero cards and stand-ups, included introductory adventure, lots of expansion adventures availableThe 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.
ConsiderationsToo simple for older players, no character progression system, fantasy-only, requires printing materialsThe 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.