Warhammer Fantasy Roleplay

This Warhammer Fantasy Roleplay review is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other top-tier tabletop RPGs are ranked, visit that page.


My Review – 79 / 100

Warhammer Fantasy Roleplay

I want to start this article by saying that I really do like Warhammer Fantasy Roleplay. It’s a dynamic game, true to TTRPG‘s roots with games like original Dungeons and Dragons, and it’s a downright fun game to play.


It’s also based on Warhammer – the tabletop war game that has spawned endless novels, video games, and collectibles.


That being said, I do have criticisms of specifically Warhammer Fantasy Roleplay. Just keep in mind while reading this review that Warhammer Fantasy Roleplay is still #7 in my top tabletop RPGs of all time list, and still comes in at a strong 79/100.

A Few Downsides

At first glance, Warhammer Fantasy Roleplay is an intimidating game. It’s a huge rulebook (over 500 pages) full of tons of details regarding every imaginable situation. There are also complexities when it comes to numbers and math that makes the game needlessly confusing.


For example: when initially reading through this game, when it said that a race, career, or magic would give me +5% to a skill or talent, I assumed that I had to multiply my base value by 105%. Which sounds horrible. Like, horrible enough to quit right there. Later, I realized that what the game really meant – since Warhammer uses a percentile dice system – was that I should simply add +5 to my score.


So, the game is simpler than I’d originally thought when just starting out. However, because of the confusing elements of the core rulebook (and I wasn’t the only one confused, believe me), I’m keeping my scores as they are.


If not for the confusion that this game tends to produce, it could be ranked as high as #5 on the list. For the right player, Warhammer could be an amazing game.


Uniqueness of Warhammer Fantasy Roleplay: (6/10)

Warhammer Fantasy Roleplay is a class based RPG. When building your character, you give your character gets a “Career,” which is like your character’s “Class” (wizard, fighter, etc.) in other games.


However, in Warhammer, your career is more like a “profession” in name and description, than a “class” would be in most games. Also, the names of available careers are much more unique than most games.


Instead of a warrior you’re a “bodyguard.” Cleric? Try “barber-surgeon.” Like barbarians? You might look into the “noble berserker.” I also personally enjoy the “rat catcher.” The uniqueness of career names is very enjoyable.


Percentile Dice and Wounds

Warhammer uses percentile dice for all rolls in the game (2d10, with one of the d10’s representing the 10’s value, and one representing the 1’s value). Your character has stats which are mostly derived from your career and other character-building elements. To succeed in any kind of check, you must roll under your character’s stats. Simple enough. Percentile dice are a fairly common system in tabletop RPGs.


One very unique thing about Warhammer is that it uses a wounds system. If you’re unfamiliar, “Wounds” indicate real and lasting damage that your character sustains from combat. For instance, you don’t just “take 3 points of damage.” No, no. Instead, you “gain a broken arm.” Wounds can also represent permanent damage to your character, such as losing an eye, or becoming crippled.


Wounds are a cool concept, but also horrifying if you plan to play your character over the course of a long RPG campaign. What I mean is: you better not let your character take much damage, or get into many fights, because any one of them could very well permanently maim your beloved character, forever debilitating them and their overall strength.


Some people love wounds systems in games as they are represent a very realistic style of gaming. Personally, it’s a bit too real for me.

Overall, the Warhammer system is a good one. However, it’s not really that unique. Almost everything done here has been done elsewhere. Other games have percentile dice system. Other games have wound systems. Other games have very similar ways of creating characters, and resolving checks of various kinds.


Ease of Learning the Game: (6/10)

Warhammer is a bit reminiscent of Dungeons and Dragons, in many ways. If you go into Warhammer Fantasy Roleplay thinking about it in those terms, it gives you a solid starting point for understanding the game.


One problem with numbers in Warhammer (in addition to what I mentioned in the intro) is that if you don’t have proficiency in a skill, you have to do some math. Untrained skills can still be used, but with only half your normal rate of success. This may not sounds that bad, but just think about it for a second.


Let’s say, for example, that you have a normal score of 67. Well, if you don’t have proficiency, that number now becomes 38.5 (rounded down to 38). That’s right, you will regularly half numbers like 67, while playing. Not good. Even if you’re good at math, it’s things like this that slow a game down, unnecessarily, and distract from the story.


On the whole, I would say there are many concepts in Warhammer that are suited much better for video games, where a computer can calculate all the math and probabilities for you. In fact, many of the game’s problems would be immediately resolved if the game was played using an app or webpage that instantly determined all resolutions.


Warhammer Fantasy Roleplay Presentation: (8/10)

Overall, the layout and presentation of Warhammer Fantasy Roleplay is very good. But there is one glaring problem in the advanced careers/ classes section of the game.


The problem is that there are “advanced careers,” and upon further inspection, what I can only define as “advanced-advanced careers.” As in, there are classes that require not only proficiency in a base class, but also proficiency an advanced class, before they become available.

The layout and presentation would be better if there was an “advanced-advanced careers” section (with a better name, of course). That way, your character’s career progression – an idea I really like about Warhammer – would be clearer.


As far as layout goes, careers also comes before the chapter on skills and talents, which is a huge part of the game. Normally I think that kind of ordering is fine, but something about the way Warhammer uses them makes it feel off to me.


I think the reason is that to really understand what the careers “do” for your character, you first need to familiarize yourself with skills and talents, anyways.


Warhammer Lore: (10/10)

Warhammer Fantasy Roleplay lore is incredible. It’s all, of course, based on the many books, video games, and stories of Warhammer tabletop wargaming.


Everything you need is already in place to support a great campaign, and tabletop RPG world.


Honestly, I almost want to give this section more like a 12/10 (or higher). There’s endless lore for Warhammer, and if you’re a real gaming nerd like me, it creates just pure endless enjoyment.


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Combat: (6/10)

I liked combat in Warhammer Fantasy Roleplay until I came across the section in the rulebook for hit locations. I’ve never seen a game do it well, Warhammer’s included. Hit locations slows down the game, and frankly, they suck. It’s another part of Warhammer that would be better in a video game.


If you aren’t familiar with “hit locations,” here’s how it works: if you hit an enemy with an attack, you then make a separate roll to see where on their body you actually struck. It’s another step towards realism, but another step away from good game pacing, if you ask me.

Hit locations then also play into how wounds work, as each area on the body has different types and severities of wounds.


If your character happens to get a wound, the debuffs that come from that wounds further slows down combat, as you have reduced stat values, and your reduced values makes you kill things much slower. If I didn’t point this out well enough already, combat is really slow.

What it boils down to, for me is that I wouldn’t play a full Warhammer campaign. Just being honest.


Combat’s a huge part of the world (awesome), but it’s so deadly, that your character’s likely to be badly wounded in short order (not awesome). You can avoid combat, of course, but then again, you are playing “Warhammer,” so really can you create an entire gaming campaign that’s “safe” and still do the game justice? I think not.


Personally, I would be perfectly happy planning out a 2-3 session campaign with this system. I’d get in lots of fights and thoroughly enjoy the grim, grisly battles before my character gets obliterated. Then, I’d stop playing Warhammer in favor of another game that’s better set up to play an ongoing campaign.


Game “Flow”: (6/10)

The feel of Warhammer is cool. Overall, the system is pretty simple (excluding combat). There’s also not a lot of complex math aside from the occasional halving of skill values when they lack proficiency.


Warhammer is gritty, scary world. It’s slow because of wounds, hit locations, and spell blow-back from “Tzeentch’s Curse,” (which potentially triggers with every spell cast).


The game is realistic, immersive, and sometimes frustrating. I like the game because it’s so immersive. But I don’t really ever feel a strong sense of being “in the zone” while playing. The closest I get to real investment in the game actually comes outside of combat, where the game “flows” much more smoothly, and where I’m not in constant fear of my character being maimed.


Warhammer Fantasy Roleplay Artwork: (9/10)

The artwork is really good. It’s a little older looking because of the art style. But it is very high quality, with many art pieces throughout the entire rulebook.


The only art in the book that isn’t quite as high quality is the “Careers” section, as they’re all black and white basic pieces. However, even these pieces have real character, and contribute to the game book.


Ease of Purchase: (10/10)

Warhammer Fantasy Roleplay can be found both on the Cubicle 7 Games site, and on Amazon. Both are easily navigable, and the game is very easy to find and purchase. I always find it refreshing when publishers make it easy to buy their game.


Price & How Many Books Do You Need to Play: (8/10)

The Warhammer Fantasy Roleplay book is a little more expensive than others ($45 or so), but it’s really no big deal as you only need the one book.


Fame & Availability of Supplemental Material: (10/10)

Warhammer is extremely popular with gaming enthusiasts. Many people who get into tabletop gaming first get into Warhammer tabletop wargaming, before even touching RPGs. The Warhammer RPG is made with that very audience in mind.


Because Warhammer is such a massive enterprise, there are tons of supplemental materials to the RPG: both those made specifically for Fantasy Roleplay, and great resource material from other mediums.


Warhammer Fantasy Roleplay is Produced By:

Cubicle 7 Games


Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Critical Role Campaign 4, Episode 1 summary. A blindfolded, green-skinned humanoid with a castle-topped head, and gold logo.
By Jacob Tegtman November 5, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=6-EVzgJ_nSs Transcription It’s been a while, but welcome back to Eternity TTRPG. I’ve had a bit of a hiatus, but back to bringing you awesome news in the D&D space – this time, with quick summaries of the Critical Role 4 campaign thus far.  Whether you’re a fan of Critical Role, or you’ve heard about it and you’re curious on what it’s all about, these summaries will be in the range of 5-10min, so you can hear what’s happening without the full time commitment of watching an episode. Additionally, stick around to the end, because I’m also pulling out a few tips from the Critical Role campaign — storytelling tricks, DM inspiration, and roleplaying ideas you can borrow for your upcoming game night to get the most magic from your adventures. So with that, today we jump into Episode 1 — The Fall of Thjazi Fang. The campaign opens in Dol-Makjar ( doll mak-JAR), in the land of Kahad [ KAH-had] (in the world of Aramán [AH-rah-man]). Thjazi Fang , a war hero of the Falconer’s Rebellion and former mercenary with the Torn Banner, is scheduled for execution by the Chamber of the Lords-Advisory. Arcane Marshal Azune Nayar (Ah-ZOO-nay NAY-ar) — once a comrade — inspects him for magical glyphs. He uncovers one on Thjazi’s back and secretly passes a message of hope. As Thjazi is led to the gallows, he speaks telepathically with his brother Halandil ( ha-LAN-dil) Fang “Hal” Fang , who is in the crowd. Thjazi sees something ominous in the sky, urgently tells Hal to “help Murray at the Penteveral, paint is waiting for Bolaire, tell Thimble not to be afraid,” and defiantly proclaims the coming fall of false authority — then is hanged. The crowd reacts with grief, shock, and political tension. After the execution, Hal readies a farramh (FAH-rahm) — an orcish custom for viewing the body — at his home, with his daughter Shadia ( SHAH-dee-uh), members of his theater troupe, and guests. Thaisha Lloy ( THAY-sha Loy), an orc druid, and Occtis Tachonis ( OK-tis ta-KO-nis), a human necromancer student, arrive early. Both had ties to the rescue attempt of Thjazi. Thaisha is ex-partner to Hal; they share a daughter Shadia and a son Alogar. Occtis is investigating his role in the failed plan to save Thjazi. Azune brings Thjazi’s body to the wake. Teor Pridesire (TEE-or pry-de-SEER) and Commander Loza Blade (former Torn Banner) honor Thjazi’s memory. Loza reminisces about Thjazi’s rise from common birth to rebellion. Wicander ( wi-KAN-dur HAL-o-var ) “Wick” Halovar and Aspirant Tyranny (uh-SPY-rant TYR-uh-nee) arrive as emissaries of House Halovar. Wick, a cleric devoted to the Candescent Creed ( kan-DES-sent kreed), brings Thjazi’s scimitar and laments that he couldn’t prevent the execution. Wick reveals he pleaded with his grandmother, Photarch Yanessa Halovar , to spare Thjazi — but was rebuffed. Tyranny, a demon in service to House Halovar, drinks at the funeral, teasing Wick, testing boundaries. Thaisha drunkenly explains that she and Hal fell in love in their youth, but she felt a pull toward the wider world beyond their small circle. Azune and Occtis piece together how the rescue chain broke. They head out to find Thimble , a fairy rogue and Thjazi’s close friend. In Thjazi’s apartment, ransacked, they find Thimble near death. Her memories flash back to Faerie, and she recalls the glyph she was supposed to deliver was interrupted. Kattigan Vale , a drunken ranger who recognizes Teor and Azune, joins them. He uses Clues to determine that 7 masked assailants entered, 3 were killed, crow feathers left behind, and the Stone of Nightsong was stolen from Thjazi’s safehouse. Thimble confirms: thieves attacked her as she tried to deliver the glyph. The wrong glyph was detected by Azune. The Stone of Nightsong is missing — someone betrayed Thjazi. Back at the wake / gathering place (the Rookery): Bolaire Lathalia , a warlock / curator, arrives to support Hal. Aranessa Royce ( uh-RAH-nes-sa ROYS), Thjazi’s grieving widow, enters with Sir Julien Davinos ( sir joo-LYEN duh-VEE-nos), the man who brought Thjazi to justice and perhaps bore much resentment. Julien taunts Thjazi’s memory, spits on his corpse, and clashes with Thaisha. Murray Mag’Nesson (dwarven wizard of the Penteveral) arrives, triggering a moment of distraction. Thaisha senses a shadow following Julien — the superstition of protection is broken; something dark has latched onto him. Wick chastises Tyranny for her drunken antics, but also gives Hal Thjazi’s scimitar. As night falls, Vaelus , an elven paladin (800 years old) and devotee of the dead goddess Sylandri, arrives. She demands the return of her property — the Stone of Nightsong, stating that Thjazi stole it. It’s revealed that the Stone was made by Sylandri to guide elven spirits through the underworld. Without it, the journey may be blocked. In an eerie moment, the silver box containing broken ceramic tiles flies open, forming a mask bearing uncanny resemblance to Bolaire’s face. Vaelus demands Thimble’s whereabouts. The implication: Julien or someone close to him is connected. The first episode ends with tension in the air: multiple factions now want the Stone, the betrayal is active, and the cast is drawn together by grief, mystery, and political intrigue. We’re left with a firm reminder of the world’s lore: the Shapers (gods) were killed 70 years ago, magic is unstable, and the Sundered Houses (Royce, Halovar, Tachonis [ta-KO-nis], Einfasen [INE-fa-sen], Cormoray) wield enormous power. The stakes are clear: retrieve the Stone. Unravel the betrayal. Discover who killed Thjazi — and why. “So what can we learn from The Fall of Thjazi Fang? First — start big. That opening execution isn’t just drama; it’s a crisis that instantly ties every character together. You don’t need a warm-up quest — drop your players into the fallout and let them claw their way through. Second — make it personal. Every hero at the table had a history with Thjazi. That’s why it hits so hard. When your next campaign begins, link each PC to the same event — a death, a secret, a shared failure. And finally — let failure stand. The rescue didn’t work, and that makes the story matter. When you let plans fall apart, the next victory your players earn will feel legendary. D&D heroes don’t always have to succeed. In fact, in many cases, the best stories come from failure or setbacks that shape the events to come. If you adopt just one thing for your next session, I’d say: start with a crisis tied to your players, and let every character have skin in the game from the first moment. If you’re feeling up to it though, combine that with selective reveals, emotional stakes, and the room to fail, and you’re halfway to a compelling campaign. And there you have it — a full dive into Episode 1 of Campaign 4: the execution, the betrayal, the stolen artifact, and the gathering storm. If you like this kind of breakdown, drop a comment with your favorite moment from Episode 1, or your take on how the Crow Keepers or Julien might be involved. Next time, we’ll recap Episode 2 — Broken Wing — and pull more DM and roleplaying lessons from it. Until then — let your dice fly, and may your stories be legendary.
D&D characters read a glowing book, split scene, half lush daytime, half purple night.
By Jacob Tegtman October 7, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=VE2fUonKzl8 Transcription Dungeons & Dragons is officially crossing over with Magic: The Gathering’s Lorwyn-Shadowmoor! This fairytale world of eternal sunlight and creeping twilight is joining the Forgotten Realms through a brand-new digital-exclusive expansion. Welcome back to Eternity TTRPG—your go-to source for all things Dungeons & Dragons! So, what’s this mysterious realm and why is it part of the new 5.5 Edition rollout? And—should you actually spend fifteen bucks on it? Let’s dive in. Wizards of the Coast is making a bold move with Lorwyn: First Light—a brand-new digital-only supplement coming to D&D Beyond on November 18th . According to both Bell of Lost Souls and D&D Beyond’s official announcement, it’s part of the new Forgotten Realms bundle—which includes The Player’s Guide, Adventures in Faerûn, and three exclusive add-ons: Astarion’s Book of Hungers Netheril’s Fall and today’s star—Lorwyn: First Light. So, what is Lorwyn-Shadowmoor? If you’ve played Magic: The Gathering back in the late 2000s, you might remember these twin worlds—one a radiant fairytale land of endless summer, the other a dark, dreamlike reflection of it. In D&D terms, it’s being reimagined as a Domain of Delight in the Feywild—those whimsical, dangerous realms ruled by Archfey. But here’s the twist: Lorwyn and Shadowmoor used to shift every few centuries—light giving way to night. Now, both have begun bleeding together in unpredictable ways. Imagine meadows of sunlight interrupted by patches of midnight, separated by shimmering auroras. It’s a stunning concept—and one that promises both beauty and peril in equal measure. The big question is what do you actually get with Lorwyn: First Light? According to Wizards’ release info, you’ll get: 2 new feats 2 new backgrounds (likely tied to those feats) 2 new magic items 8 monsters drawn from the Feywild’s weirdest corners 2 playable species , plus advice for adapting 8 more to the Lorwyn-Shadowmoor setting Two mini-adventures —each with maps ready to drop into your campaign And yes, all of this can be used in the Forgotten Realms or as standalone Feywild content. Characters might cross over via fey crossings, or your adventurers might stumble through a glowing portal in the Moonshae Isles straight into a land where “dreams have claws.” The price tag is $14.99 for the standalone version—or as part of the Forgotten Realms Ultimate Bundle, which includes digital dice, and both digital and physical book copies. That’s stirred some debate online. Some fans love the idea of expanding the Feywild with official crossover content, while others worry it’s another micro-expansion cash grab. But the excitement is real—this marks the first time a Magic: The Gathering setting has officially joined D&D 5.5E. If this goes well, you should probably expect Wizards to do more of this kind of thing. In any case whether you’re a Lorwyn nostalgia fan or just want more Feywild flavor in your campaigns, this expansion could scratch both your card game and tabletop itches. Do you think that Lorwyn: First Light will be a delightful addition to your Feywild campaigns—or is this just another shiny portal to your wallet? Let me know in the comments below, and don’t forget to like, subscribe, and ring that bell for more weekly D&D news and updates.
By Jacob Tegtman October 3, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RfmCpJPQM7o Transcription The Gygax Memorial Fund is working to build a D&D memorial for the late Gary Gygax. The memorial will (hopefully) be placed in Library Park , in downtown Lake Geneva, Wisconsin —the birthplace of Dungeons & Dragons. This is the park that Gary himself loved and even chose as the spot for a memorial before he passed. In 2024, during D&D’s 50th anniversary, the city officially granted land for the project. This memorial will be a life-sized stone gaming table, with a dungeon map designed by Gary Gygax himself. But the question is, will this Kickstarter finally succeed where past efforts failed? Welcome back to Eternity TTRPG—your weekly quest hub for all things Dungeons & Dragons. Today, we’re talking about a very feel-good story for your Friday – a legendary project years in the making: the Gary Gygax Memorial Game Table. Gary, co-creator of Dungeons & Dragons, passed away in 2008. Since then, his widow Gail Gygax has championed the idea of a permanent memorial in their hometown of Lake Geneva. Now, the Gygax Memorial Fund has revealed their project: a stone game table in Library Park, complete with benches and, eventually, a bronze statue of Gary himself. The table will feature a bronze map of Gygax’s very first dungeon. The Kickstarter launched October 1st, 2025, marking the anniversary of TSR, the company Gary founded to publish D&D. Backers for this project get everything from digital scrolls to engraved pavers around the monument. Of course, fans are excited—but also cautious. The Gygax Memorial Fund has been planning memorials since at least 2012, and past efforts fizzled after raising over $100K. This has left some fans asking wondering about this attempt. On EN World, one user wrote: ‘The fund has talked about this for a decade—none of it has come to fruition. What makes this attempt special?’ But others point out that since Paul Stormberg took over as chair in 2020, the fund has started producing real results—like memorial benches and library exhibits. And with Lake Geneva officially granting land for the project, this campaign has a stronger foundation than ever. For some D&D fans, this may not just be a statue, but a chance to gather in the very town where roleplaying was – more or less – born. It is pretty amazing to think that you could sit at Gary’s table and roll dice on his original dungeon. This is both a tribute to the past and a playable monument for future generations of adventurers. If you’re interested in helping fund the project, I’ll leave a link the video description, and comments. And lastly, what do you think? Will the Gary Gygax Memorial Game Table finally become a reality—or is this another critical fumble? Drop your thoughts in the comments, and don’t forget to like, subscribe, and ring that bell so you don’t miss next week’s D&D news.
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