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Maze Rats vs Warhammer Fantasy Roleplay

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

Maze RatsWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleRules-Light, Dungeon Crawl, Sandbox, Random Tables, Improvisation, Freeform Magic, Open SourceCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicDanger Roll: roll 2d6 + ability bonus (STR, DEX, or WIL), 10+ avoids danger. Advantage rolls 3d6 keep best two. Attack rolls use 2d6 + Attack Bonus vs. target's Armor. Spells are randomly generated from combination tables (effect + element + form) and erased after casting.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.
Dice2d6d100
ComplexityVery LowMedium
AccessibilityMediumLow
RunnabilityLowHigh
LicenseCC BY 4.0No open license
Cost$$$$
PublisherSwordfish Islands LLCCubicle 7
Year20242018
Best ForGMs who want a dead-simple system with extensive random tables that generate adventures, spells, NPCs, and monsters on the fly.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.
HighlightsFits in 12 pages, extensive random tables for on-the-fly worldbuilding, spell generation system is highly creative, CC BY 4.0 license, near-zero prepThe 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.
ConsiderationsVery minimal: experienced players may want more mechanical depth, no bestiary or setting included, advancement is slow and simple, assumes GM comfort with improvisationThe 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.