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 | |
|---|---|---|
| Genre | Fantasy, Scifi | Fantasy |
| Play Style | Rules-Light, Weird, Random Character Creation, Low-Prep, Improvisation, Deadly, Random Tables | Career-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting |
| Core Mechanic | Three 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. |
| Dice | 2d6 | d100 |
| Complexity | Very Low | Medium |
| Accessibility | Very High | Low |
| Runnability | Low | High |
| License | Open (Troika! SRD) | No open license |
| Cost | $ | $$$ |
| Publisher | Melsonian Arts Council | Cubicle 7 |
| Year | 2019 | 2018 |
| Best For | Fast, 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. |
| Highlights | Simple rules, creative backgrounds double as setting material, chaotic token-draw initiative creates unpredictable turn order, consumable Luck depletes with each test | The 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. |
| Considerations | Initiative 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 depth | The 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. |