Mythras vs Warhammer Fantasy Roleplay
Compare Mythras and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.
| Mythras | Warhammer Fantasy Roleplay | |
|---|---|---|
| Genre | Fantasy, Universal | Fantasy |
| Play Style | Crunchy, Tactical, Simulation, Character Building, Deadly, Sandbox | Career-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting |
| Core Mechanic | Roll d100 under your skill percentage. In combat, degree of success vs. opponent determines Special Effects: tactical maneuvers like Disarm, Trip, Bypass Armor, and Bleed. Action Points govern actions per round, damage applies to hit locations. | 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 | d100 | d100 |
| Complexity | High | Medium |
| Accessibility | High | Low |
| Runnability | Very High | High |
| License | ORC | No open license |
| Cost | $$ | $$$ |
| Publisher | The Design Mechanism | Cubicle 7 |
| Year | 2016 | 2018 |
| Best For | Groups who want gritty, tactical, and realistic combat in a skill-based percentile system, particularly for historical, mythic, or low-fantasy settings. | 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 | Tactical Special Effects combat system, classless skill-based progression, five distinct magic systems, adaptable to many genres, free intro version (Mythras Imperative) | 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 | Steep learning curve for combat, analysis paralysis when choosing effects, large combats become unwieldy, lengthy character creation | 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. |