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Troika! vs Warhammer Fantasy Roleplay

Compare Troika! and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

Troika!Warhammer Fantasy Roleplay
GenreFantasy, ScifiFantasy
Play StyleRules-Light, Weird, Random Character Creation, Low-Prep, Improvisation, Deadly, Random TablesCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicThree stats: Skill, Stamina, Luck. Roll 2d6 under Skill + Advanced Skill to succeed. Initiative uses a random token-draw stack: unpredictable turn order. Luck is a consumable resource that depletes with each test.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.
Dice2d6d100
ComplexityVery LowMedium
AccessibilityVery HighLow
RunnabilityLowHigh
LicenseOpen (Troika! SRD)No open license
Cost$$$$
PublisherMelsonian Arts CouncilCubicle 7
Year20192018
Best ForFast, surreal science-fantasy adventures with minimal rules and random character generation. Ideal for one-shots and improvisational play.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.
HighlightsSimple rules, creative backgrounds double as setting material, chaotic token-draw initiative creates unpredictable turn order, consumable Luck depletes with each testThe 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.
ConsiderationsInitiative stack can leave players unable to act for long stretches, mixed roll-under/roll-over mechanics confuse new players, setting is implied rather than described, minimal tactical depthThe 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.