Stonetop vs Warhammer Fantasy Roleplay
Compare Stonetop and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.
| Stonetop | Warhammer Fantasy Roleplay | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | CC-Licensed Rules, Playbook-Driven, Resource Management, Fiction-First, Strong GM Support, Base-Building, Journey, Character-Driven, Worldbuilding, Exploration | Career-Based, Combat-Heavy, Corruption, Crunchy, Dark Fantasy, Grimdark, Gritty, Licensed IP, Strong GM Support, Tactical |
| Core Mechanic | Describe what your character does; when it meets a move's trigger, roll 2d6 and add a stat from -1 to +3. A 10+ is a strong hit and a 7-9 is a weak hit: partial success or success with a cost. On a 6-, PCs normally mark XP and the GM makes a hard move unless the move says otherwise. Advantage or disadvantage normally adds a third d6 and drops the lowest or highest; damage rolls instead roll damage twice and keep the best or worst result. The GM does not generally roll during play. | Roll d100 equal to or under the relevant Skill or Characteristic. Success Levels compare the tens digits of target and roll, with circumstances modifying the result. Opposed Tests compare the sides' Success Levels. |
| Dice | 2d6 | d100 |
| Complexity | High | High |
| Accessibility | Medium | Medium |
| Runnability | Very High | Very High |
| License | CC BY-SA 4.0 | All Rights Reserved |
| Third-Party Publishing | Commercial publishing allowed — Open license | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $$ |
| Publisher | Lampblack & Brimstone | Cubicle 7 Entertainment Ltd. |
| Year | 2026 | 2026 |
| Best For | Groups who want a long-running hearth-fantasy campaign centered on a village as much as its heroes. Play alternates dangerous expeditions into a darkening iron-age world with homefront scenes of courtship, harvest, and community projects. | Groups who want a career-driven grim fantasy campaign where social pressure, investigation, travel, and consequential combat make precarious adventurers feel rooted in the Old World. |
| Highlights | The steading playbook tracks the village's Fortunes and Surplus, so projects and disasters change what Stonetop can withstand. Seasons Change generates or consumes Surplus and grants seasonal gains, so the village's resources change with each passing season. Expeditions make preparation matter by weighing load and supplies against GM-presented travel challenges. | Success Levels make ordinary and opposed Tests express degree of outcome as well as success or failure. Careers connect a character's status, equipment, and advancement to their work and history. Between-adventure procedures give downtime lasting consequences for a character's finances, opportunities, and advancement. |
| Considerations | The game is built around defending one village, so rootless or wandering parties leave its homefront engine behind. Combat relies on spotlighting, abstract range tags, and fictional positioning, which may not suit groups that want a detailed tactical combat procedure. Supplies, load, provisions, and village Surplus are tracked in several places, adding steady bookkeeping to expeditions and downtime. | Combat links hit locations, critical wounds, Conditions, armour, weapons, and psychology. Career progression uses eligibility, status, trappings, and tracked advances instead of entirely freeform choices. Magic and religion add role-specific procedures on top of the shared Test system. |