Everywhen vs Savage Worlds
Compare Everywhen and Savage Worlds side by side. See differences in complexity, dice, genre, cost, and more.
| Everywhen | Savage Worlds | |
|---|---|---|
| Genre | Universal | Universal |
| Play Style | Rules-Light, Pulp Action, Heroic, Fast-Paced, Sandbox, Low-Prep | Cinematic, Fast-Paced, Tactical, Pulp Action, Combat-Heavy, Heroic, Miniatures |
| Core Mechanic | Roll 2d6 + attribute + career (or combat ability) vs. 9+ to succeed. Bonus/penalty dice add extra d6s, keeping the best or worst two. Hero Points let you bend the rules. Careers replace skill lists — your background defines what you can do. Mighty Successes and Calamitous Failures add dramatic swings. | Roll trait die + wild die (d6), keep the highest. Target number 4. Raises every +4. |
| Dice | 2d6 | d4–d12 |
| Complexity | Low | Medium |
| Accessibility | Medium | Medium |
| Community | Very Low | Medium |
| License | Proprietary | Savage Worlds Adventurer's Guild |
| Cost | $$ | $$ |
| Publisher | Filigree Forge | Pinnacle Entertainment |
| Year | 2018 | 2018 |
| Best For | Groups who want a fast, career-based universal system with tons of optional rules switches — run weird westerns, cyberpunk, age of sail, high fantasy, or anything pulp and heroic. | Fast-paced pulp action across any genre. Great for large groups and mass combat. |
| Highlights | Career system eliminates skill lists, fast-playing 2d6 core, large optional rules toolkit (resolve, psionics, arcana, vehicles, mass battles, investigations), two included settings with more published separately | Fast resolution, genre-flexible, handles large groups well |
| Considerations | Requires GM comfort with rulings over rules, BoL veterans may find overlap confusing, no free quickstart | Exploding dice can produce extreme variance in outcomes, setting books vary in depth — some provide minimal mechanical content beyond a genre frame |