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Those Who Wander vs Warhammer Fantasy Roleplay

Compare Those Who Wander and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

Those Who WanderWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleHeroic, High-Fantasy, Character Building, Classless, Tactical, Worldbuilding, Vancian Casting, CrunchyGritty, Deadly, Career-Based, Dark Fantasy, Roleplay-Heavy, Atmospheric, Low-Fantasy, Investigation, Corruption, Lore-Heavy, Licensed Setting, Random Character Creation, Roll to Cast, Grimdark
Core MechanicRoll d20 + ability bonus + proficiency bonus against a Difficulty Score. Abilities use direct modifiers (−1 to +5) instead of base scores, removing a calculation step from every roll. Character progression replaces classes and levels with a 20-step path: at each step you choose between two or more diverging features, and prerequisites gate later options.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
AccessibilityHighMedium
CommunityLowMedium
LicenseProprietary (free Essential Rules quickstart)No open license
Cost$$$$$
PublisherGnome Made GamesCubicle 7
Year20222018
Best ForGroups familiar with d20 fantasy who want deeper character customization, inclusive design covering any parentage pairing and accessibility for disabled characters, and long campaigns where each hero's 20-step path diverges from the rest of the party.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.
HighlightsParentage system inherits traits from any two birth parents across 15 peoples (dwarven, elven, human, halfling, avian, celestial, draconic, genie, gnoll, gnomish, goblin, kobold, infernal, orc, plus Complex Parentage) for hundreds of pairing combinations. Accessibility rules treat Blind and Deaf characters as mechanically viable heroes and integrate prosthetics and wheelchairs as part of the character. The 20-step branching progression replaces classes and levels — each step is a choice between two or more features that gate further specializations. Awakening heirlooms (weapons, armor, trinkets) gain new properties as characters take steps, growing in power and personality alongside their owner.Detailed grimdark setting, career system creates varied character arcs, combat carries real consequences
Considerations477-page rulebook with substantial mechanical innovation in character creation requires significant reading before a first session. No adventures are included in the core rules — GMs must design their own scenarios or source from d20-compatible content. The steps system departs from familiar level/class structure, so players coming from d20 fantasy must learn a new progression model. No native rolled initiative — the storyteller chooses one of four ability-based turn-order methods at the start of each combat.Tightly bound to the Old World setting, Success Level math can slow play, expensive supplement line