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Mythras vs Warhammer Fantasy Roleplay

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

MythrasWarhammer Fantasy Roleplay
GenreFantasy, UniversalFantasy
Play StyleCrunchy, Tactical, Simulation, Character Building, Deadly, SandboxCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicRoll 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.
Diced100d100
ComplexityHighMedium
AccessibilityHighLow
RunnabilityVery HighHigh
LicenseORCNo open license
Cost$$$$$
PublisherThe Design MechanismCubicle 7
Year20162018
Best ForGroups 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.
HighlightsTactical 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.
ConsiderationsSteep learning curve for combat, analysis paralysis when choosing effects, large combats become unwieldy, lengthy character creationThe 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.