Let's Go to Magic School vs Warhammer Fantasy Roleplay
Compare Let's Go to Magic School and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.
| Let's Go to Magic School | Warhammer Fantasy Roleplay | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Collaborative, Worldbuilding, Playbook-Driven, Fiction-First, Character-Driven, Freeform Magic, Drama, Magic School | Career-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting |
| Core Mechanic | Roll 2d6 + stat. On a 10+, full hit. On a 7-9, partial hit with complications or limited choices. On a 6-, miss: the GM makes a Reaction. Five stats: Virtue, Ambition, Learning, Heart, and Worldliness. Inspiration is gained on missed rolls; five Inspiration unlocks an advancement from the playbook. | 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 | 2d6 | d100 |
| Complexity | Low | Medium |
| Accessibility | Very High | Low |
| Runnability | Low | High |
| License | All Rights Reserved | No open license |
| Cost | Free | $$$ |
| Publisher | Holothuroid | Cubicle 7 |
| Year | 2025 | 2018 |
| Best For | Groups who want to collaboratively build a magic school setting and play out the social drama of student life (friendships, rivalries, classes, and mastering spells) in a flexible, setting-agnostic fantasy framework. | 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 | Collaborative worldbuilding during setup defines the school, its magic system, principles, limits, and laws. 17 magic subjects organized into five tiers (Basic, Elective, Advanced, Forbidden, Lost) shape the school's curriculum. Spells are defined collaboratively during play rather than from a fixed list. Scrutiny system tracks institutional consequences for rule-breaking students. | 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 | Requires investment in collaborative worldbuilding during setup; sample settings are provided but no full pre-built setting. | 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. |