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Low Fantasy Gaming vs Warhammer Fantasy Roleplay

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

Low Fantasy GamingWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleLow-Fantasy, Gritty, Deadly, Sword & Sorcery, Corruption, Sandbox, Dungeon Crawl, Random Tables, GM-Friendly, HackableGritty, Deadly, Career-Based, Dark Fantasy, Roleplay-Heavy, Atmospheric, Low-Fantasy, Investigation, Corruption, Lore-Heavy, Licensed Setting, Random Character Creation, Roll to Cast, Grimdark
Core MechanicCombat uses standard d20 + class attack bonus + ability modifier vs. Armour Class. Out of combat, attribute checks roll equal-or-under (1d20 ≤ attribute, with degrees of success), and skills add +1 and grant access to a level-based Reroll Pool that smooths the d20 swing. Dropping to zero hit points triggers an All Dead vs. Mostly Dead check and a roll on the Injuries & Setbacks table (lost eyes and limbs, broken ribs, madness, permanent scars). Spell casting is uncertain: every cast carries a cumulative 1-in-20 chance of triggering the Dark & Dangerous Magic d100 table, which can mutate the caster, sap Luck, or summon hostile aberrations. The Luck attribute itself is a depleting meta-resource that fuels saves, Major Exploits, and Rescue Exploits.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
RunnabilityHighHigh
LicenseOGL 1.0aNo open license
Cost$$$$$
PublisherPickpocket PressCubicle 7
Year20202018
Best ForGroups who want gritty low-magic fantasy where every combat carries real consequences — broken bones, lost limbs, madness — and where casting a spell is a calculated gamble that can corrupt the caster or summon something worse.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.
HighlightsDark & Dangerous Magic puts every spell at risk of triggering a d100 corruption table — mutations, summoned aberrations, Luck loss, madness — with the chance climbing by 1 in 20 each cast until it fires, making sorcery a calculated gamble rather than reliable utility. Martial Exploits layer creative combat moves (Minor, Major, and Rescue) on top of a successful hit — disarms, decapitations, throwing an ally clear of a fireball — fueled by depleting Luck checks rather than a fixed action menu, so combats are improvisation-driven rather than rotation-driven. Every PC designs a Unique Feature at 3rd, 6th, 9th, and 12th level in conversation with the GM, working off 36 worked examples (Awakened Host, Faustian Pact, Skill Prodigy, Slippery Bastard) that each scale through low, moderate, and high power tiers the table can cherry-pick.Detailed grimdark setting, career system creates varied character arcs, combat carries real consequences
ConsiderationsMagic Users are deliberately weaker than other classes — no at-will spells, no teleport, no mind reading, no resurrection, and every cast risks a corruption effect, so spell-focused players have to accept playing a high-risk role that can lose its toolkit mid-adventure. The 12th-level cap shortens the campaign arc — the book trades long-haul progression for keeping monsters threatening and magic spectacular, but groups expecting decades-long advancement curves will hit the ceiling. Permanent injuries from the Injuries & Setbacks table are a regular outcome of going to zero hit points, and short of rare in-setting healing magic those disabilities stay, which can frustrate groups attached to keeping their characters physically whole.Tightly bound to the Old World setting, Success Level math can slow play, expensive supplement line