Magical Kitties Save the Day vs Warhammer Fantasy Roleplay
Compare Magical Kitties Save the Day and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.
| Magical Kitties Save the Day | Warhammer Fantasy Roleplay | |
|---|---|---|
| Genre | Modern, Fantasy | Fantasy |
| Play Style | Beginner-Friendly, Family, Rules-Light, Narrative, Character-Driven, Collaborative, Freeform Magic, Player-Only Rolls, Fast-Paced | Career-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting |
| Core Mechanic | Roll d6s equal to your attribute (Cute, Cunning, or Fierce, rated 1–4). Each die meeting or exceeding the GM-set difficulty (3–6) counts as a success. Zero successes is a failure with a complication, one is a partial success, two is a clean success, and three or more grants a bonus. Talents add one die, Magical Powers add two dice once per scene, and Injuries subtract dice. Kitty Treats (earned by playing your Flaw in interesting ways) can reroll dice, prevent injuries, or add story elements. Failed checks award Experience Points, encouraging risk-taking. | 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 | d6 dice pool | d100 |
| Complexity | Very Low | Medium |
| Accessibility | Medium | Low |
| Runnability | Very High | High |
| License | Proprietary | No open license |
| Cost | $$ | $$$ |
| Publisher | Atlas Games | Cubicle 7 |
| Year | 2020 | 2018 |
| Best For | Families with kids aged 6 and up, mixed-age groups, and anyone who wants a gentle introduction to RPGs with a cozy premise and mechanically simple but rewarding play. | 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 | Character creation takes about five minutes using three attributes, one Talent, one Flaw, and one Magical Power. Failed rolls award XP, which encourages players to attempt difficult actions. Each kitty has a human with ranked Problems that drive adventures and give the story personal stakes. Kitty Treats earned from Flaws let players reroll dice or add narrative elements to the scene. | 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 | No free quickstart or SRD available: the core rules require purchase. Characters cannot die; they get knocked out and recover between scenes. The premise is specifically tied to playing magical cats, limiting genre flexibility. | 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. |