TTRPG Wiki

Compare tabletop RPG systems to find your next game

Savage Worlds vs Tricube Tales

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

Savage WorldsTricube Tales
GenreUniversalUniversal
Play StyleCinematic, Fast-Paced, Tactical, Pulp Action, Heroic, MiniaturesRules-Light, Player-Only Rolls, Narrative, Toolkit, Beginner-Friendly, Family, Open Source
Core MechanicRoll trait die + wild die (d6), keep the highest. Target number 4. Raises every +4.Players roll one to three six-sided dice against a difficulty of 4 to 6 and succeed if any single die meets or beats it. The pool comes from the archetype: 3d6 when the character's trait fits the challenge, 2d6 when it does not, and one die fewer when the task falls outside their concept. Succeeding on two or three dice is an exceptional success, and rolling all ones is a critical failure. Players make every roll, including defense, so the GM never rolls dice. Karma tokens lower a difficulty by 1 or fuel a perk, while declaring a quirk raises it by 1 to earn karma back.
Diced4–d12d6 dice pool
ComplexityMediumLow
AccessibilityHighVery High
RunnabilityVery HighMedium
LicenseSavage Worlds Adventurer's GuildCC BY 3.0
Cost$$Free / $
PublisherPinnacle EntertainmentZadmar Games
Year20182026
Best ForFast-paced pulp action across any genre. Great for large groups and mass combat.Tables that switch settings often and want one ruleset to cover all of them, or groups introducing children and first-time players who need rules with no arithmetic.
HighlightsFast resolution, genre-flexible, handles large groups wellPlayers roll to attack and to defend while the GM never touches the dice, which keeps the GM focused on describing the world rather than resolving it. Declaring a quirk raises a challenge's difficulty but refunds a karma token, giving players a mechanical reason to drag their own flaws into a scene. Eleven optional genre modules cover magic, superpowers, vehicles, and mass battles, so one ruleset stretches across settings without a second book.
ConsiderationsExploding dice can produce extreme variance in outcomes, setting books vary in depth: some provide minimal mechanical content beyond a genre frameThe GM assigns every difficulty and adjudicates what each perk can do, so outcomes rest on one person's consistency rather than on written rules. Characters are built from a single archetype, perk, and quirk, which leaves little mechanical distinction between two PCs who share a trait. Gear grants no bonuses and exists only to justify what a character can attempt, so equipment choices never change the dice.