GURPS vs Savage Worlds
Compare GURPS and Savage Worlds side by side. See differences in complexity, dice, genre, cost, and more.
| GURPS | Savage Worlds | |
|---|---|---|
| Genre | Universal | Universal |
| Play Style | Crunchy, Simulation, Sandbox, Character Building, Tactical, Realistic, Grid-Based | Cinematic, Fast-Paced, Tactical, Pulp Action, Combat-Heavy, Heroic, Miniatures |
| Core Mechanic | Roll 3d6 under target number. Advantage/disadvantage system via character traits. | Roll trait die + wild die (d6), keep the highest. Target number 4. Raises every +4. |
| Dice | 3d6 | d4–d12 |
| Complexity | Very High | Medium |
| Accessibility | High | Medium |
| Community | Medium | Medium |
| License | SJ Games Online Policy | Savage Worlds Adventurer's Guild |
| Cost | Free (Lite) / $$$ | $$ |
| Publisher | Steve Jackson Games | Pinnacle Entertainment |
| Year | 2004 | 2018 |
| Best For | Groups who want a single system for every genre with granular simulation and deep customization. | Fast-paced pulp action across any genre. Great for large groups and mass combat. |
| Highlights | Highly customizable point-buy system, simulation-focused, one system for any genre | Fast resolution, genre-flexible, handles large groups well |
| Considerations | Character creation requires significant point-budget planning, combat rules are granular with many modifiers to track, full system spans two 576-page core books plus supplements, GM prep is substantial for campaigns using multiple sourcebooks | Exploding dice can produce extreme variance in outcomes, setting books vary in depth — some provide minimal mechanical content beyond a genre frame |