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Dungeons & Dragons vs Pathfinder for Savage Worlds

Compare Dungeons & Dragons and Pathfinder for Savage Worlds side by side. See differences in complexity, dice, genre, and more.

Dungeons & DragonsPathfinder for Savage Worlds
GenreFantasyFantasy
TagsTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed RulesHeroic, High-Fantasy, Character Building, Tactical, Fast-Paced
Core MechanicRoll a d20 and add applicable modifiers to meet or beat a target number. Checks and saving throws use a Difficulty Class; attacks use Armor Class. Advantage or disadvantage means rolling two d20s and keeping the higher or lower result.Roll a trait die (d4–d12) plus a Wild Die (d6); keep the highest. Dice 'explode' (ace) on their max value. Beat a Target Number (usually 4) to succeed; each raise (4 over) improves the result. Playing cards determine initiative. Bennies let you reroll or soak damage. Class Edges capture Pathfinder archetypes as progressive talent trees.
Diced20d4–d12
ComplexityHighMedium
AvailabilityFree core rulesPaid
Runnability5 of 5 book tools5 of 5 book tools
LicenseCreative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core booksSavage Worlds (Proprietary)
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherWizards of the CoastPinnacle Entertainment Group / Paizo
Year20242023
LanguagesEnglish, French, Italian, German, SpanishEnglish
Best ForGroups who want heroic fantasy campaigns with tactical combat and extensive character customization.Groups who love the Pathfinder world of Golarion but want faster, more cinematic combat: Savage Worlds' exploding dice and Bennies replace Pathfinder's tactical crunch with pulp-action heroics.
HighlightsWeapon Mastery adds effects such as pushing or slowing enemies to qualifying weapon attacks. Class and feat choices let characters develop different roles over twenty levels. Optional Bastions give characters home bases with facilities that produce benefits between adventures.Fast combat compared to standard Pathfinder, Golarion setting fully supported with ancestries and deities, Class Edges capture iconic Pathfinder classes, Bennies keep heroes in the action, compatible with Savage Worlds Adventure Paths
ConsiderationsSpells and class abilities have separate resource limits and timing rules. Higher-level magic can change travel and encounter assumptions that the DM must prepare for. Social encounters rely on ability checks and DM judgments about NPC attitudes.Requires Savage Worlds familiarity: not standalone for new SW players, some Pathfinder depth lost in translation, not compatible with standard Pathfinder adventures without conversion