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GURPS vs Savage Worlds

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

GURPSSavage Worlds
GenreUniversalUniversal
Play StyleCrunchy, Simulation, Sandbox, Character Building, Tactical, Realistic, Grid-BasedCinematic, Fast-Paced, Tactical, Pulp Action, Combat-Heavy, Heroic, Miniatures
Core MechanicRoll 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.
Dice3d6d4–d12
ComplexityVery HighMedium
AccessibilityHighMedium
CommunityMediumMedium
LicenseSJ Games Online PolicySavage Worlds Adventurer's Guild
CostFree (Lite) / $$$$$
PublisherSteve Jackson GamesPinnacle Entertainment
Year20042018
Best ForGroups 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.
HighlightsHighly customizable point-buy system, simulation-focused, one system for any genreFast resolution, genre-flexible, handles large groups well
ConsiderationsCharacter 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 sourcebooksExploding dice can produce extreme variance in outcomes, setting books vary in depth — some provide minimal mechanical content beyond a genre frame