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Modos 2 vs Savage Worlds

Compare Modos 2 and Savage Worlds side by side. See differences in complexity, dice, genre, cost, and more.

Modos 2Savage Worlds
GenreUniversalUniversal
Play StyleToolkit, Modular, Hackable, Classless, Character Building, Tactical, Open SourceCinematic, Fast-Paced, Tactical, Pulp Action, Heroic, Miniatures
Core MechanicWhen an outcome is uncertain, roll a d20 and add the relevant Physical, Mental, or Metaphysical attribute bonus, any applicable skill points, and difficulty. The Guide rolls for an opponent or the difficulty. The higher total earns a Pro result, and the lower earns a Con. A tie may be neutral or rerolled. A player can take half instead of rolling or spend a hero point for an extra d6 when their character concept applies.Roll trait die + wild die (d6), keep the highest. Target number 4. Raises every +4.
Diced20d4–d12
ComplexityHighMedium
AccessibilityVery HighHigh
RunnabilityHighVery High
LicenseCC BY 4.0 (Rules Catalog only); all other material all rights reservedSavage Worlds Adventurer's Guild
CostFree$$
PublisherMichael TerlisnerPinnacle Entertainment
Year20182018
Best ForGroups wanting a genre-flexible, classless campaign toolkit that can scale from simple contests to structured action scenes. It suits a Guide comfortable choosing campaign assumptions and assembling rules modules rather than running a fixed setting.Fast-paced pulp action across any genre. Great for large groups and mass combat.
HighlightsThe same opposed d20 contest resolves physical, mental, and metaphysical uncertainty, letting a campaign change genres without replacing its basic procedure. Acting on a character's flaw against their goal can earn hero points, turning complications into bonuses for later contests. Numbered rule dependencies and interchangeable modules give groups an explicit process for changing the game instead of relying on unsupported house rules.Fast resolution, genre-flexible, handles large groups well
ConsiderationsBuilding a campaign asks the Guide to select its theme, curate option lists, set difficulties, and decide which modules apply. Default positioning uses abstract postures and range, so exact measured tactics require the optional Combat Crunch module. Broad skills, custom perks, and reskinnable powers rely on table agreement to keep character options comparable.Exploding dice can produce extreme variance in outcomes, setting books vary in depth: some provide minimal mechanical content beyond a genre frame