TTRPG Wiki

Compare tabletop RPG systems to find your next game

Pathfinder for Savage Worlds vs Werewolf: The Apocalypse

Compare Pathfinder for Savage Worlds and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.

Pathfinder for Savage WorldsWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsHeroic, High-Fantasy, Character Building, Tactical, Fast-PacedAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
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.Build a d10 dice pool, usually from an Attribute plus a Skill. Each 6 or higher is a success, and meeting the Storyteller-set Difficulty wins. Each pair of 10s counts as four successes. Rage dice replace regular dice up to current Rage and can cause Brutal outcomes.
Diced4–d12d10 dice pool
ComplexityMediumHigh
AccessibilityMediumMedium
RunnabilityVery HighVery High
LicenseSavage Worlds (Proprietary)All Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherPinnacle Entertainment Group / PaizoRenegade Game Studios
Year20232023
LanguagesEnglishEnglish, French, German, Italian, Spanish, Polish, Portuguese
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 long-form modern horror about shapeshifter packs defending communities from ecological and spiritual threats, with violent power constrained by moral and social consequences.
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 PathsBrutal outcomes can force destructive failures or add four successes to actions the Storyteller judges can benefit from Rage. Choosing a Garou form changes a character's capabilities, creating tactical and narrative options. Caerns give the pack an improvable spiritual home whose traits connect campaign advancement to territory and community.
ConsiderationsRequires Savage Worlds familiarity: not standalone for new SW players, some Pathfinder depth lost in translation, not compatible with standard Pathfinder adventures without conversionA Crinos-form Garou who did not kill in the previous turn must spend Willpower at the start of the next turn or enter frenzy, making the war form difficult to sustain outside violent scenes. Harano and Hauglosk can remove a Garou from play when despair or absolutism fills either track, making moral decline a campaign-level consequence. The game centers mature environmental and spiritual horror, including graphic violence and themes of exploitation and extremism that require deliberate table boundaries.