Questgiver vs Warhammer Fantasy Roleplay
Compare Questgiver and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.
| Questgiver | Warhammer Fantasy Roleplay | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Comedy, Rules-Light, Beginner-Friendly, One-Shot Friendly, Improvisation, GM-Friendly | Career-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting |
| Core Mechanic | Describe an action and roll a pool of d6s equal to your level in a relevant skill, then compare the total against an opposing roll. Opposition is either another character's roll or a difficulty pool the GM rolls, from 1d6 for easy up to 4d6 for nearly impossible. Rolling all sixes earns a new, more specific skill one level higher than the one just used. Every failed roll grants 1 XP. Spent XP turns a die into a six to raise a skill, but never rewrites the roll that earned it. | 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 dice pool | d100 |
| Complexity | Very Low | Medium |
| Accessibility | Very High | Low |
| Runnability | Low | High |
| License | ORC License | No open license |
| Cost | Free | $$$ |
| Publisher | Kent Malosh | Cubicle 7 |
| Year | 2025 | 2018 |
| Best For | Comedy-focused groups who want a low-prep competitive party game built around performing absurd challenges for points, rather than a traditional fantasy campaign with combat and character progression. It works well for one-shots or short runs, and even for dropping a familiar character from another game into a single guest episode. | 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 | Rolling all sixes on an attempt grants a brand-new skill one level higher than the one used, so characters grow directly out of the actions players choose to try. Every failed roll banks a point of experience toward upgrading a skill, so failing at the table always feeds progress instead of stalling it. During the solo Endeavors, each contestant's attempt is submitted in secret and then played out in an order the host chooses, building game-show reveal tension into every round. | 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 | Character creation carries no mechanical weight, since the creature type, quirk, and personality options are roleplay flavor that never affects a roll. Most quests are scored however the host decides unless the quest states its own criteria, which can frustrate players who want transparent win conditions. There are no rules for combat, injury, or death, so groups wanting a mechanically consequential fantasy adventure will not find one here. | 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. |