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Everywhen vs Savage Worlds

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

EverywhenSavage Worlds
GenreUniversalUniversal
Play StyleRules-Light, Pulp Action, Heroic, Fast-Paced, Sandbox, Low-PrepCinematic, Fast-Paced, Tactical, Pulp Action, Combat-Heavy, Heroic, Miniatures
Core MechanicRoll 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.
Dice2d6d4–d12
ComplexityLowMedium
AccessibilityMediumMedium
CommunityVery LowMedium
LicenseProprietarySavage Worlds Adventurer's Guild
Cost$$$$
PublisherFiligree ForgePinnacle Entertainment
Year20182018
Best ForGroups 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.
HighlightsCareer 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 separatelyFast resolution, genre-flexible, handles large groups well
ConsiderationsRequires GM comfort with rulings over rules, BoL veterans may find overlap confusing, no free quickstartExploding dice can produce extreme variance in outcomes, setting books vary in depth — some provide minimal mechanical content beyond a genre frame