TTRPG Wiki

Compare tabletop RPG systems to find your next game

Cypher System vs Savage Worlds

Compare Cypher System and Savage Worlds side by side. See differences in complexity, dice, genre, cost, and more.

Cypher SystemSavage Worlds
GenreUniversalUniversal
TagsToolkit, Modular, Character Building, Player-Only Rolls, Theater of the Mind, Low-Prep, Strong GM Support, NarrativeCinematic, Fast-Paced, Tactical, Pulp Action, Heroic, Miniatures
Core MechanicThe GM rates each task from 1 to 10 and multiplies that difficulty by 3 to set the target number. Players roll a d20 and succeed on a result equal to or above the target. Skills, assets, and Effort ease the task before the roll, with Effort paid from the relevant stat Pool after Edge reduces the cost.Roll trait die + wild die (d6), keep the highest. Target number 4. Raises every +4.
Diced20d4–d12
ComplexityMediumMedium
AccessibilityVery HighHigh
RunnabilityVery HighVery High
LicenseCypher Open License 2026-07-15Savage Worlds Adventurer's Guild
Third-Party PublishingCommercial publishing allowed — Cypher Open LicenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherMonte Cook GamesPinnacle Entertainment
Year20262018
LanguagesEnglishEnglish, French, Italian, Spanish, German, Portuguese, Russian, Chinese, Hebrew
Best ForGroups building genre-spanning campaigns who want broad character customization, player-facing resource decisions, and little mechanical preparation for the GM.Fast-paced pulp action across any genre. Great for large groups and mass combat.
HighlightsPlayer-only rolls keep the GM focused on adjudication and scene management. Descriptor, type, and focus choices support broad customization across multiple genres. One-use cyphers continually rotate situational abilities through play.Fast resolution, genre-flexible, handles large groups well
ConsiderationsPlayers manage Pool spending for abilities and Effort, so pushing a roll competes with other resource uses. Abstract distances and level-based NPCs leave many tactical details to table rulings rather than map procedures. The broad toolkit asks the GM to select genre modules and character options before play.Exploding dice can produce extreme variance in outcomes, setting books vary in depth: some provide minimal mechanical content beyond a genre frame