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VI·VIII·X vs Warhammer Fantasy Roleplay

Compare VI·VIII·X and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

VI·VIII·XWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleSkill-Based, Career-Based, Freeform Magic, Roll to Cast, Deadly, Gritty, ExperimentalCareer-Based, Grimdark, Gritty, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicAction Resolution Check (ARC) — roll the die set by your Exclusive Skill score (d4 at skill 1–2 up to d12 at skill 9–10); rolling at or under the skill adds that result while rolling over subtracts the difference. Add the governing Character Stat and your Morality Index, then beat a hidden GM threshold (ARCT) or an opponent's roll (ARCO), with ties going to the defender. Because the Morality Index feeds every check, how closely a character follows their chosen moral Path constantly raises or lowers all their rolls.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.
Diced4–d12d100
ComplexityMediumMedium
AccessibilityVery HighMedium
RunnabilityLowHigh
LicenseVI·VIII·X Third Party LicenseNo open license
CostFree / $$$$
PublisherKnight of the Lake GamesCubicle 7
Year20252018
Best ForExperienced GMs running morally grounded fantasy who want player choices to carry hidden mechanical weight, and tables that prefer immersion and information asymmetry over full rules transparency.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.
HighlightsA character's Morality Index adds to every check, so holding to a chosen moral Path lifts all rolls while drifting from it imposes a growing penalty until the character returns, and the GM tracks the grid position in secret so players feel the swing without seeing its cause. Secret Sorcery, the arcane tradition, pairs one element word with one principle word from twelve Magic Circles to declare any effect the GM prices by scope, removing spell lists and preparation and pushing magic toward improvised problem-solving. Characters have no hit points, so damage lowers the relevant Character Stat, and a stat reduced to zero starts a countdown of stat-plus-level turns during which healing can still reverse it before death locks in.Detailed grimdark setting, career system creates varied character arcs, combat carries real consequences
ConsiderationsThe Keep Uneducated Paradigm places the morality grid, hidden thresholds, growth points, and State of Mind tracking entirely on the GM, a parallel bookkeeping load that grows with the party. Resting recovers only one or two stat points per day and any real activity reverses healing, while magical healing ages the character a week per point restored, forcing long downtime between fights. Social interaction has no mechanical subsystem and defaults to the player's own roleplaying, so persuasion, intimidation, and negotiation rely on the generic check rather than any dedicated social rules.Tightly bound to the Old World setting, Success Level math can slow play, expensive supplement line