No Thank You, Evil! vs Warhammer Fantasy Roleplay
Compare No Thank You, Evil! and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.
| No Thank You, Evil! | Warhammer Fantasy Roleplay | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Beginner-Friendly, Family, Rules-Light, Narrative, Collaborative, Low-Prep | Career-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting |
| Core Mechanic | Simplified Cypher System: roll d6 vs. difficulty number (1–6). Spend points from pools (Tough, Fast, Smart, Awesome) to lower difficulty. Character sentences scale by age: 'I'm a Noun' (age 5+), 'I'm an Adjective Noun' (age 6+), 'I'm an Adjective Noun who Verbs' (age 8+). Every character has a Companion with a one-use Cypher power. Any player can shout 'No Thank You, Evil!' to instantly end a scary encounter. | 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 | d100 |
| Complexity | Very Low | Medium |
| Accessibility | Medium | Low |
| Runnability | Low | High |
| License | Proprietary | No open license |
| Cost | $$ | $$$ |
| Publisher | Monte Cook Games | Cubicle 7 |
| Year | 2015 | 2018 |
| Best For | Families with kids aged 5 and up who want a structured, supportive introduction to tabletop RPGs in a whimsical setting. | 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 | Three complexity tiers scale character sentences by age (5+, 6+, 8+), built-in safety mechanic lets any player end a scary encounter, every character has a Companion with a one-use Cypher power, uses simplified Cypher System rules as a gateway to Numenera and The Strange | 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 | Designed for ages 5–12 with limited mechanical depth for older players, d6 vs. difficulty 1–6 resolution has narrow outcome range, setting is locked to the whimsical land of Storia, no advancement system beyond the three-tier sentence structure | 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. |