TTRPG Wiki

Compare tabletop RPG systems to find your next game

The Black Hack vs Warhammer Fantasy Roleplay

Compare The Black Hack and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

The Black HackWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleRules-Light, Dungeon Crawl, Hackable, Beginner-FriendlyCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicPlayers roll d20 under their attribute scores to succeed at actions. Advantage and Disadvantage (roll 2d20, pick best or worst) modify difficulty. Armour provides a pool of d6 Armour Dice that absorb damage. Consumable resources use a Usage Die chain (d20→d12→d10→d8→d6→d4→gone): roll 1–2 to downgrade.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.
Diced20 + d4–d12d100
ComplexityVery LowMedium
AccessibilityVery HighLow
RunnabilityMediumHigh
LicenseThe Black Hack Open Game LicenseNo open license
Cost$$$$
PublisherGold Piece PublicationsCubicle 7
Year20182018
Best ForGroups wanting a fast, hackable OSR dungeon-crawling game with modern design sensibilities: roll under attributes, abstract distances, and usage dice that track resources without bookkeeping.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.
HighlightsHighly hackable: spawned an entire subgenre of 'X Hack' games, core rules fit in about 30 pages, Usage Die tracks resources without inventory math, armour-as-dice-pool adds a tactical layer, conversational writing style makes rules easy to learnThe 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.
ConsiderationsOnly 4 classes (Warrior, Thief, Cleric, Wizard) in the core, limited character customization beyond class and background, no setting included, light on GM guidance compared to larger games, may lack depth for long campaignsThe 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.