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Savage Worlds vs WARDEN

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

Savage WorldsWARDEN
GenreUniversalUniversal
TagsCinematic, Fast-Paced, Tactical, Pulp Action, Heroic, MiniaturesCinematic, Classless, Character Building, Tactical, Exploration, Sandbox, Character-Driven, Grid-Based, Toolkit, Strong GM Support
Core MechanicRoll trait die + wild die (d6), keep the highest. Target number 4. Raises every +4.Roll a d20 plus a relevant Proficiency and modifiers against a Difficulty Value. Natural 20s and 1s shift the result tier, while a result at least 10 above or below the difficulty is critical. In Conflict, characters have three Action Points and one Reaction each round.
Diced4–d12d20
ComplexityMediumMedium
AccessibilityHighMedium
RunnabilityVery HighMedium
LicenseSavage Worlds Adventurer's GuildORC License
Third-Party PublishingNot yet researchedCommercial publishing allowed — ORC License
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherPinnacle EntertainmentGhost Spark
Year20182026
Best ForFast-paced pulp action across any genre. Great for large groups and mass combat.Groups who want a tactical, classless engine for genre-spanning sandbox campaigns. It suits Game Wardens who want campaign maps, setting alterations, and procedures for custom material.
HighlightsFast resolution, genre-flexible, handles large groups wellClassless characters combine Proficiencies, Abilities, and Feats across their paths, letting builds develop without fixed classes. Campaign Maps use places, secrets, threats, and clocks to structure an open-ended campaign around player choices. Setting Alterations and Game Warden creation rules provide procedures for adapting the game to a chosen genre.
ConsiderationsExploding dice can produce extreme variance in outcomes, setting books vary in depth: some provide minimal mechanical content beyond a genre frameCharacter customization spreads choices through multiple chapters, so players compare a large catalogue of Proficiencies, Abilities, and Feats. Conflict procedure is dense: action costs, reactions, conditions, attack penalties, and effect rolls all matter during a turn. Game Wardens make choices about campaign maps and setting alterations when preparing a campaign.