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METTLE Core vs Savage Worlds

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

METTLE CoreSavage Worlds
GenreUniversal, ModernUniversal
Play StylePulp Action, Cinematic, Toolkit, Hackable, Open Source, Rules-Light, Theater of the Mind, Narrative, Classless, Fast-Paced, Fiction-First, Random Tables, GM-FriendlyCinematic, Fast-Paced, Tactical, Pulp Action, Combat-Heavy, Heroic, Miniatures
Core MechanicRoll a pool of d6s equal to the Attribute being used. Dice showing 1, 2, or 3 are summed as the Score; dice showing 4, 5, or 6 are counted as Edge. The Check succeeds if Score meets or exceeds the Difficulty (Routine 1 to Nigh Impossible 15), and Edge measures how well it went. On a failure with Edge, the player may call for a Twist — accept a complication proposed by the rest of the table, then reroll the Edge dice for a second chance. Initiative passes from the acting character to the target of their Action, who becomes the next to act. Mettle (Motive + Nature) acts as a combined morale and damage track, and characters may Surge by spending Mettle for bonus dice on critical Checks.Roll trait die + wild die (d6), keep the highest. Target number 4. Raises every +4.
Diced6 dice poold4–d12
ComplexityLowMedium
AccessibilityVery HighMedium
RunnabilityHighHigh
LicenseCC BY 4.0Savage Worlds Adventurer's Guild
Cost$$$
PublisherPlanarian GamesPinnacle Entertainment
Year20212018
Best ForGroups who want fast pulp action-adventure in the vein of Indiana Jones, James Bond, or Tales of the Gold Monkey, with a hackable toolkit they can bend toward detective stories, wild-west gunfights, post-apocalyptic survival, or grounded science fiction.Fast-paced pulp action across any genre. Great for large groups and mass combat.
HighlightsScore-and-Edge dice pool reads two outcomes from the same roll: whether the action succeeds (Score meets Difficulty) and how well it went (count of 4–6 dice). Player-invoked Twists let a failed roll be reframed as a messy success in exchange for a fictional complication chosen by the rest of the table. Six-attribute character sheet (Calling, Culture, Frame, Motive, Nature, Poise) replaces classes and skills with player-written Descriptors that justify which Attribute applies to a given task. Initiative passes from the acting character to the target of their Action, eliminating turn-tracking and tying combat order to who is acting on whom.Fast resolution, genre-flexible, handles large groups well
ConsiderationsToolkit framing means the book provides scaffolding (factions, NPC seeds, sample castaway adventure) rather than a fleshed-out setting — groups expecting a defined world will need to build or borrow one. Mettle does triple duty as morale, hit points, and a spendable resource for bonus dice, which can take a session to internalize. Twist resolution depends on the rest of the table proposing complications, which slows play if the group is hesitant to add fiction.Exploding dice can produce extreme variance in outcomes, setting books vary in depth — some provide minimal mechanical content beyond a genre frame