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Warhammer Fantasy Roleplay vs White Box: FMAG

Compare Warhammer Fantasy Roleplay and White Box: FMAG side by side. See differences in complexity, dice, genre, cost, and more.

Warhammer Fantasy RoleplayWhite Box: FMAG
GenreFantasyFantasy
Play StyleCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed SettingRules-Light, Classic Fantasy, Dungeon Crawl, Deadly, Hackable, Beginner-Friendly, Random Character Creation, Vancian Casting, Descending AC, Hexcrawl
Core MechanicRoll 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.Roll d20 + modifiers against a target number derived from the defender's Armor Class (descending AC by default, ascending AC optional). Attribute modifiers are compressed to −1, 0, or +1. Each class has a single saving throw number that improves with level. Side-based initiative is rolled each round on d6.
Diced100d20
ComplexityMediumVery Low
AccessibilityLowVery High
RunnabilityHighHigh
LicenseNo open licenseOGL 1.0a
Cost$$$Free/$
PublisherCubicle 7Seattle Hill Games
Year20182016
Best ForGroups 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.Groups wanting the simplest possible version of original D&D: four classes, compressed modifiers, and intentional rules gaps that invite house rules and Referee creativity.
HighlightsThe 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.Attribute modifiers compressed to −1/0/+1 keeps math fast and reduces stat dependency. Complete game in 143 pages including monsters, treasure, spells, and wilderness/dungeon procedures. Free PDF and under $5 in print makes it one of the most accessible OSR games. Intentional rules gaps and a blank House Rules page explicitly invite customization.
ConsiderationsThe 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.Four classes (three without the optional Thief) limits character variety. No formal skill system: the Referee adjudicates all non-combat actions. Level tables cap at 10, requiring house rules for extended campaigns.