TTRPG Wiki

Compare tabletop RPG systems to find your next game

Rolemaster vs Whitehack

Compare Rolemaster and Whitehack side by side. See differences in complexity, dice, genre, and more.

RolemasterWhitehack
GenreFantasyFantasy
TagsCrunchy, Simulation, Tactical, Combat-Heavy, Character Building, Gritty, Deadly, Roll to Cast, Mana Points, HackableRules-Light, Narrative, Hackable, Mana Points, Freeform Magic
Core MechanicMost rolls are d100 open-ended: 96–00 is rolled again and added, and a first roll of 01–05 is rolled again and subtracted. A maneuver adds the skill bonus and a difficulty modifier, and a total of 101 or higher succeeds. Some maneuvers allow partial success or partial progress on lower totals. An attack roll opens upward only, adds Offensive Bonus, subtracts the target's Defensive Bonus, and is read on the weapon's attack table in the column for the target's Armor Type. A hit gives damage and sometimes a critical, resolved by a separate d100 roll on a critical table.Roll d20 under your attribute to succeed; the face value of a success indicates quality. Positive double rolls (roll 2d20, pick best) and negative double rolls (pick worst) replace flat modifiers. Characters are defined by Groups (species, vocations, and affiliations) which grant advantage on relevant tasks. The Wise class casts miracles by spending HP, with effects triangulated by their groups and wordings.
Diced100d20 + 3d6
ComplexityVery HighLow
AvailabilityPaidPaid
Runnability4 of 5 book tools5 of 5 book tools
LicenseAll Rights ReservedProprietary
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherIron Crown EnterprisesChristian Mehrstam
Year20222023
LanguagesEnglishEnglish
Best ForGroups who want a long fantasy campaign with granular character building and combat where weapon, armor, and each wound carry mechanical weight. It suits tables comfortable resolving attacks and injuries through table lookups.Experienced players who want a concise, elegant OSR system that rewards creative play: where freeform character groups replace rigid skill lists and miracles are flexible but costly.
HighlightsArmor Type selects the column on each attack table, so armor changes both the damage a blow delivers and the total needed to score a critical. Profession sets what each skill rank costs, so a Fighter can still take magical skills at a higher cost. Spell Law organizes magic into 171 lists of 25 spells, and a caster buys ranks in a list to reach its higher-level spells.Concise yet deep (~136 pages), Groups system replaces both skills and feats, compatible with old-school modules from 1974 onward, Auction mechanic adds tension to extended contests, miracles system rewards creative description, four editions of refinement
ConsiderationsCore Law and Spell Law have no bestiary or treasure tables, which Core Law assigns to the separate Creature Law and Treasure Law volumes. Resolving one attack can take an attack-table lookup, a critical roll, and tracking of bleeding, stun, and injury penalties. Without magical healing, injuries can take days or longer to recover, and Core Law advises scheduling significant downtime between combat sessions.Dense writing requires careful reading: not a quick-start game, assumes familiarity with old-school play, no bestiary or setting included, rare classes may feel underdeveloped