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Tales of the Valiant vs Warhammer Fantasy Roleplay

Compare Tales of the Valiant and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

Tales of the ValiantWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleHeroic, Character Building, High-Fantasy, TacticalCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicRoll d20 + modifier against a target number or opposed check. Uses the core 5e framework: six ability scores, proficiency bonus, advantage/disadvantage. Adds a Talent system for additional character customization, reorganizes spells into numbered Circles, and introduces new Heritages and Lineages for character creation.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.
Diced20d100
ComplexityMediumMedium
AccessibilityVery HighLow
RunnabilityHighHigh
LicenseCreative Commons CC BY 4.0 (Black Flag Reference Document)No open license
Cost$$$$$
PublisherKobold PressCubicle 7
Year20242018
Best ForGroups who want to continue playing 5e-style fantasy with backwards-compatible adventures but prefer an independent publisher with new heritages, talents, and spell circle organization.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.
HighlightsFully backwards-compatible with 5e adventures and supplements, Talent system adds character customization beyond subclass choice, spell Circles streamline spell level organization, backed by Kobold Press's extensive monster and adventure catalogThe 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.
ConsiderationsVery similar to 5e: groups satisfied with existing 5e rules may not find enough differentiation, still building its own identity separate from D&D, Monster Vault sold separatelyThe 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.