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Ishanekon: World Shapers vs Savage Worlds

Compare Ishanekon: World Shapers and Savage Worlds side by side. See differences in complexity, dice, genre, cost, and more.

Ishanekon: World ShapersSavage Worlds
GenreUniversalUniversal
Play StyleCharacter Building, Crunchy, Tactical, Toolkit, Hackable, Open SourceCinematic, Fast-Paced, Tactical, Pulp Action, Heroic, Miniatures
Core MechanicSkill Check: roll d10, add your level in the relevant Skill plus half the matching Stat Bonus (a stat's value minus 10), and meet or beat a difficulty from 1 (Very Easy) to 19 (Nearly Impossible). Attacks instead roll d20 plus a weapon's hit bonus against the target's Evasion. Combat runs in rounds where each character spends three Action Points per turn, with an attack costing two and a natural 20 adding bonus damage. The GM awards Narrative Momentum for inventive roleplay, which players spend together with Action Points on Cinematic Actions: freeform stunts resolved at the GM's discretion.Roll trait die + wild die (d6), keep the highest. Target number 4. Raises every +4.
Diced4–d20d4–d12
ComplexityHighMedium
AccessibilityVery HighHigh
RunnabilityHighVery High
LicenseCC BY 4.0Savage Worlds Adventurer's Guild
CostFree$$
PublisherBlaze ReasonPinnacle Entertainment
Year20222018
Best ForGroups who want maximal character customization in a free, setting-agnostic system: players who enjoy assembling a bespoke concept from a huge option pool and a GM willing to supply the world the rules deliberately leave blank.Fast-paced pulp action across any genre. Great for large groups and mass combat.
HighlightsCharacters are assembled from ten Archetypes, more than 210 Sub-Archetypes, over a thousand Abilities, plus Paths, Talents, and Traits, giving a single concept many independent axes of mechanical customization. Abilities draw on a Willpower pool, and spending extra Willpower upcasts them on the fly (scaling effects like damage, area, targets, or duration up to a per-tier limit), so one ability flexes to the moment instead of being a fixed effect. Every feature carries a complexity rating from 1 to 4, and Beginner Traits, a Cinematic Rules mode, and thirteen alternative-rule modules let a group run the same engine as a rules-light game or a dense tactical one.Fast resolution, genre-flexible, handles large groups well
ConsiderationsCharacter creation draws from over a thousand abilities plus hundreds of talents and traits, so building a character means selecting from a very large catalogue rather than a curated short list. The system is setting-agnostic and ships with no default world, so a group must supply or adapt a setting before the customization options mean anything in play. Skill checks and attacks resolve on separate scales (d10 plus half a Stat Bonus for skills, d20 plus full bonuses against Evasion for attacks), so the two halves of the system use different math players must keep straight.Exploding dice can produce extreme variance in outcomes, setting books vary in depth: some provide minimal mechanical content beyond a genre frame