TTRPG Wiki

Compare tabletop RPG systems to find your next game

Mythic Bastionland vs Warhammer Fantasy Roleplay

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

Mythic BastionlandWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleRules-Light, Hexcrawl, Exploration, Attacks Always Hit, Domain Management, Sandbox, AtmosphericCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicAttacks always hit: roll weapon damage directly with simultaneous combat. Guard absorbs damage before Virtues (Vigour, Clarity, Spirit). Gambits trigger on 4+ damage rolls for special maneuvers. Omen tables guide myth discovery across hexcrawl exploration.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–d10d100
ComplexityLowMedium
AccessibilityVery HighLow
RunnabilityHighHigh
LicenseProprietaryNo open license
Cost$$$$$
PublisherBastionland PressCubicle 7
Year20252018
Best ForArthurian-style campaigns of knights seeking glory, ruling domains, and hunting strange mythological creatures across a wild realm. Great for groups who want structured hexcrawl play with emergent storytelling.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.
HighlightsSimultaneous combat system, detailed hexcrawl and myth-hunting framework, award-winning layout and art (2025 Ennie Gold), domain management adds campaign depthThe 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.
ConsiderationsCombat has more procedural steps than it first appears, omen system can feel prescriptive, Arthurian tone limits flexibility, setting context buried deep in the bookThe 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.