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Pathfinder for Savage Worlds vs Warhammer Fantasy Roleplay

Compare Pathfinder for Savage Worlds and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

Pathfinder for Savage WorldsWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleHeroic, High-Fantasy, Character Building, Tactical, Fast-PacedCareer-Based, Grimdark, Deadly, Investigation, Corruption, Licensed Setting
Core MechanicRoll a trait die (d4–d12) plus a Wild Die (d6); keep the highest. Dice 'explode' (ace) on their max value. Beat a Target Number (usually 4) to succeed; each raise (4 over) improves the result. Playing cards determine initiative. Bennies let you reroll or soak damage. Class Edges capture Pathfinder archetypes as progressive talent trees.Roll d100 under skill or characteristic. Success Levels measure degree of success by comparing the tens digits of the target and the roll. Advantage accumulates during combat, adding +10 per point to attack tests.
Diced4–d12d100
ComplexityMediumMedium
AccessibilityMediumLow
RunnabilityVery HighHigh
LicenseSavage Worlds (Proprietary)No open license
Cost$$$$$
PublisherPinnacle Entertainment Group / PaizoCubicle 7
Year20232018
Best ForGroups who love the Pathfinder world of Golarion but want faster, more cinematic combat: Savage Worlds' exploding dice and Bennies replace Pathfinder's tactical crunch with pulp-action heroics.Groups who want dark, gritty fantasy where ordinary people face extraordinary dangers in a richly detailed setting. The career system creates unique character arcs from rat catcher to witch hunter.
HighlightsFast combat compared to standard Pathfinder, Golarion setting fully supported with ancestries and deities, Class Edges capture iconic Pathfinder classes, Bennies keep heroes in the action, compatible with Savage Worlds Adventure PathsThe career system structures advancement around trades, moving a character through jobs that shape both skills and story. Success Levels measure how far a d100 test beats or misses its target, turning every roll into a degree of result. Advantage accumulates during a fight, rewarding momentum with stacking bonuses to attack tests.
ConsiderationsRequires Savage Worlds familiarity: not standalone for new SW players, some Pathfinder depth lost in translation, not compatible with standard Pathfinder adventures without conversionThe rules assume the Old World setting, so moving WFRP elsewhere means reworking its careers and tone. Comparing tens digits for Success Levels on every test adds a math step that can slow combat. Advancement is career-gated, so a character often must finish or leave a career before branching into new skills.