Savage Worlds vs D&D 5e

This article is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other tabletop RPGs are ranked, visit that page. In effect, this article is a comparison of Savage Worlds vs D&D 5e (which ranks 1st on the list), as well as other top-tier games.


My Review – 80 / 100

Savage Worlds vs D&D 5e

Savage Worlds is one of the more unique TTRPGs out there as it aims to be playable in all genres: fantasy, sci-fi, mystery, modern, cyberpunk, etc. It has a large cult following, and despite being a relatively newer game (at least compared to DnD), has certainly earned its spot among top tabletop RPGs.

Uniqueness of Savage Worlds: (8/10)

Savage Worlds is in part so unique because it is a cross-genre game. The game is also a classless tabletop RPG, meaning that your character isn’t a knight, wizard, fighter, for example. Instead, you have an assortment of skills, attributes, and abilities unique to you. These various “powers” can be selected through ongoing character advancement.


I also like that players use a deck of cards for initiative in combat. The game features a Wild Die (also known in some games as an exploding dice – i.e. roll 6 on a 6-sided dice and you get to roll that dice again). Players can also gain “Bennies” for good roleplaying that let them re-roll dice, should they choose, under certain circumstances.


Ease of Learning Savage Worlds: (10/10)

It’s pretty easy to get started with Savage Worlds, and the game features pretty easy math (thank god). Your character has stats, skills, hindrances (limitations), and edges (bonuses). Select those 4 sets of character attributes and you’re ready to play. It’s refreshing to play games where characters can be built in under 30 minutes.


Your character’s hindrances and edges especially help define how you might roleplay them. Some hindrances and edges are designed for combat, but many are designed for smaller circumstances which still make for good roleplaying opportunities – things like “jack-of-all-trades” or “anemic.” Interesting character-defining stuff.


Savage Worlds Presentation: (10/10)

The overall presentation of Savage Worlds is very good, and the content is very clear. Referenceable tables are easy to use, and information is easy to find. There are good use of headers in the rulebook and colors to help players quickly find what they need.


This isn’t a huge point, but compared to many tabletop RPG core rulebooks, the Savage World book is exceedingly small – which I enjoy. For instance, other games in this top TTRPGs list have rulebooks over 500 pages. Meanwhile, the Savage Worlds PDF has only 163 pages, front and back cover included.

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Lore of the Game: (3/10)

Because Savage Worlds is a cross-genre RPG, there’s not really any lore provided. The game does give you plenty of ideas to work with, however. So, I went back and forth on scoring this one a bit.


On the one hand, having lore for a game is always nice as it provides players with expectations for how the game “should be,” or “will be played.” On the other hand, having no lore provides players with a great deal of freedom as there are no built-in limitations. 


What it comes down to, for me, is that if the game master in a Savage Worlds game is really dedicated to the game, good at their craft, and if they’re very clear on their concept of the RPG campaign world they’ve built, then having no built-in lore with Savage Worlds is fine. So long as players know what to expect going into the campaign, they can build characters that suit the game, and generally get more out of each gaming session.


However, most game masters don’t do a very good job of providing players clear expectations for their game world, prior to play. Instead, most organically develop campaign expectations over the course of many game sessions, which is typically how things should be.

One of the reasons that most tabletop RPGs provide lore is that it creates a game world that’s inherent and implied to the game, so there’s no need for game masters to detail their game world before a campaign begins. Established lore makes playing the game easier for the game master running the game.


If Savage Worlds did a better job of explaining this kind of concept in their core rulebook I think I’d give this score a higher rating. Since it doesn’t, however… I think the lack of lore is problematic even though there are other TTRPGs out there that also lack an established lore, which I’ve ranked higher in this category.


Combat in Savage Worlds: (5/10)

There are tons of rules in Savage Worlds which outline each specific situation that could arise (which is hard, since the game goes cross-genre). Many of these rules take appearance in the form of the various “powers” you can select for your character. That being said, you can really only “do” what your edges, powers, and sometimes hindrances, allow you.


You don’t get many edges and powers in Savage Worlds, even if you’ve played for a while. So, in my experience, combat comes with relatively few options.


Combat in Savage Worlds is ok. I mostly enjoy it. But I won’t say that it’s “great.” I wouldn’t love playing a massive fight or a dungeon with many battles as a gaming session in Savage Worlds, which is kind of a bummer since those are generally my favorite parts of tabletop RPGs.

Also, I’m not a big fan of classless RPGs like Savage Worlds – in general – because everyone ultimately ends up playing the same sort of character by the end of the game (one who can do everything worth doing). For example, if there are powers of flight, invulnerability, and huge damage attacks, every player will (eventually) get those abilities. Since there are no “class” restrictions, there’s nothing stopping everyone from becoming god-like in every aspect.


t’s a neat concept, but I have still yet to see a great classless RPG in a tabletop RPG format. This results in combat where each character – instead of having roles in the party (from their class) – basically just does a little of everything. I find many tabletop RPGs so much fun because class-based games provide so many specialties within the adventuring party.


Game “Flow”: (6/10)

It’s really simple to start playing Savage Worlds, which is wonderful. Resolutions in the game are also simple, when it comes to skill checks and combat.


The game is rules-light, which certainly helps with the game’s flow. You don’t need to reference a lot of things, so the story moves along quickly.


That beings said, the game almost feels like it doesn’t provide enough, to me, so without a skillful game master (as mentioned above), you’re really in a boat without sails.


If you have a great game master, Savage Worlds really does perform well. But the “game” itself really comes down to the skill and enthusiasm of the game master running it. For that reason, it’s not a game that anyone can pick up easily and really get into the flow and enjoyment of the game.


I’ve had very good Savage World experiences with great game masters. I’ve also had very bad Savage World experiences with new, inexperienced, and lackluster game masters.


All in all, I tend to favor games where new people can pick them up and play very easily. Though that’s certainly something Savage Worlds provides to players, as players, it’s not really something that it provides for game masters (and thus their gaming groups).


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Savage Worlds Artwork: (10/10)

Savage Worlds does an amazing job of covering many genres in a single book. The art is high quality, fits the mood, and shows you all the types of genres in which you can play.


The art is also surprisingly consistent despite crossing genres, which is a big plus.


Ease of Purchase: (9/10)

Savage Worlds is easy to buy on the Pinnacle Entertainment Group site, or on Amazon. There are many supplemental books which can make purchase a little disorienting at first, but it’s quite easy to find what you need for the main game, and supplemental books for any genre in which you want to play.


I really like that Savage Worlds has continued releasing supplemental books over time that cover each genre of play in more depth (fantasy, sci-fi, mystery, modern, cyberpunk, etc.).


If you want to circumvent some of the problems with the game that I mentioned above (difficulty establishing clear expectations for game sessions and too few rules to support new game masters), purchase one of the Savage Worlds supplemental books that fits the genre you want to play. The supplemental books provide a lot of extra options for gaming, and clarifies the world in which your gaming group will be playing, for everyone at the table.


Price & How Many Books Do You Need to Play: (10/10)

Savage worlds has some of the best pricing of any tabletop RPG. There’s a very low cost of entry to game, of which I’m a huge fan.

The rulebooks are also pretty small compared to most tabletop RPGs, so even the printed books are very accessible in terms of price.


Fame & Availability of Supplemental Material: (9/10)

There all kinds of supplemental books for each genre in which you might want to play Savage Worlds. I consider these supplemental books vital for the type of genre you want to get into.


The main problem with the main game is that it’s a little thin/ small since it covers every conceivable genre out there. It hits everything, but in a mediocre sort of way. The Savage World supplements, in turn, flesh out those genres in much greater (and much more satisfying) detail.


In terms of finding other people to game with, many people play Savage Worlds and really enjoy the game, so you shouldn’t have much trouble. Just be sure to purchase the right supplemental book for your chosen Savage Worlds genre, and be sure to clearly communicate the game world with your group prior to play.


Savage Worlds is Produced By:

Pinnacle Entertainment Group


Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

“New Path of the Lich”
By Jacob Tegtman April 29, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=an8LlwVXGns Transcription Becoming a lich in D&D has – usually – been something reserved for villains. But in one of the latest Unearthed Arcana from early April, that line gets a little blurrier.  Really cool way that they approached this: there’s now a feat-based system that allows players to work toward lichdom for their characters, over time. So today, we’re going to walk through what becoming a Lich officially looks like—and whether it’s something you’d realistically use in a campaign. Because... you know... with the new D&D seasons releases, and Spring time being about the “horror genre,” nothing says “become a lich” like green trees and budding flowers. So, here we are! Welcome back to Eternity TTRPG—your go-to place for Dungeons & Dragons content, news, games, and updates. Today we’re looking at the Path of the Lich from the new Villainous Options playtest. To understand the system, it helps to start with the lore. A lich in D&D is a spellcaster who avoids death by binding their soul to an object—commonly called a phylactery, or in this case, a spirit jar. The process is intentionally grim. It involves creating that phylactery vessel, performing a ritual, and effectively dying—only to return as an undead being sustained by magic. Mechanically and narratively, liches are defined by two things: Their detachment from mortality And their dependence on that external object . Kind of like a horcrux, from Harry Potter. That phylactery is what makes a Lich difficult to destroy, and why they’ve historically been used as long-term antagonists, such as during one of my personal favorite adventures of all times: the original Tomb of Horrors. The Path of the Lich is part of a broader Unearthed Arcana release focused on “villainous” character options. Instead of a subclass, as a very interesting take on things, this is structured as a sequence of feats. Keeping the Lich path separate from any class means that no matter what you play as, you can make a Lich out of it! This means that your fighter, for example, could be a Lich, or your rogue (not that you’d ever play a rogue), and you can have that “undead character” without tying yourself to the traditional “Lich-as-a-spellcaster” archetype. The Lich progression looks like this: You begin by defining a Lich Rite , at any level, which is mostly narrative At level 4, you take Lich Initiate Between levels 5 and 11, you select at least one additional related feat, from the options of arcane restoration, transfer life, or undead grasp And then at level 12 or higher, you take Lich Ascension , to officially become a Lich So rather than a single transformation, your character goes through a gradual shift in both mechanics and tone, which is very based in D&D lore. The Lich Rite feat is worth discussing in some detail, even though it doesn’t have strict mechanical weight. This first feat in the Lich chain sets the narrative expectation for becoming a full-blown Lich, by providing the character with a sort of quest they must first complete, such as: Consuming a large number of souls Using magic to conceal yourself from the gods of death Brewing potions from slain foes Or severing your connection to any afterlife, entirely These aren’t small story beats. They really do imply a campaign where moral boundaries are actively being crossed—or at the very least, being questioned. So, before mechanics even come into play, there’s already a conversation to have at the table. Next, is the Lich Initiate feat. This is the foundation. You create your spirit jar , which functions as your anchor, the basis for your phylactery. You also gain Soul Siphon , allowing you to consume the soul of a defeated humanoid for a small damage boost. There’s also a risk component—if your spirit jar is destroyed, you suffer penalties until it’s replaced. You then choose how to build on your lich path with a third feat that improves soul siphon: Arcane Restoration lets you convert soul siphon uses into spell slot recovery Transfer Life turns soul siphon uses into temporary hit point bonuses for allies Undead Grasp adds a control option through paralysis These are fairly modular feats. They don’t radically change your role, such as by forcing you into becoming a full-fledged Lich spell caster, but they do add magical efficiency and utility depending on your build. Finally, at level 12, the transformation to Lichdom completes. You: Become Undead Gain resistance to necrotic and poison damage Get access to Fear without expending spell slots And gain a form of rejuvenation tied to your spirit jar That last point is the most significant mechanically. It introduces a conditional form of returning after death, assuming your phylactery remains intact. So, is the Path of the Lich actually worth taking? Mechanically, it’s solid. You’re getting: Incremental power increases Some resource flexibility And a strong late-game feature tied to survival But the bigger consideration isn’t mechanical—it’s contextual. This kind of progression assumes: A campaign that supports darker character arcs A group that’s comfortable with those themes And a DM willing to integrate the consequences of these morally very-dark-gray life choices In a more traditional heroic campaign, it may not fit at all. The path of the Lich feels less like a standard player option, and more like a tool for specific types of stories. If used carefully, it could support a long-term character arc focused on ambition, cost, and transformation. It allows players to experience some really interesting game mechanics that have long been reserved mainly for monsters or main campaign villains. If this feat path is used casually, it does risk feeling out of place—or undercutting the tone of the game. And let’s just remember, since it’s still Unearthed Arcana, parts of this entire path are also likely to change based on feedback. So the real question is: are you going to play a lich in your next campaign? Or do you think lichdom works better as something players confront… rather than become? Let me know in the comments. And if you want more D&D news and breakdowns like this, consider liking and subscribing. Thanks for watching!
“New Dark D&D Subclasses: for Bard, Druid, & Warlock” Blog
By Jacob Tegtman April 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=k_DQ3rc0Xes Transcription Wizards of the Coast has released three new subclasses in their latest Unearthed Arcana, focusing on darker themes like death magic and corruption mechanics. They’re free to access and already generating a lot of discussion in the community. Welcome back to Eternity TTRPG—your go-to source for D&D and tabletop RPG news. Let’s take a look at what’s included in this latest release, and how these classes might fit into your game. If you aren’t familiar, Unearthed Arcana is Wizards of the Coast’s official playtest material, where new subclasses, rules, or mechanics are released for public feedback before possible full publication. New Unearthed Arcana releases don’t follow a strict schedule of new subclass releases, but they tend to appear a few times a year depending on development cycles. There’s also no fixed order for which classes get new subclasses—design choices are usually driven by current design goals, themes, or upcoming products rather than a rotation system. This could in part be driven by the “D&D Seasons” that we’re now seeing from Wizards of the Coast with their planned product release schedule, this year. Getting right into things though, the subclasses this round are: College of Mourning (Bard) Circle of the Primeval (Druid) A revised Fiend Patron (Warlock) The College of Mourning focuses on death-related magic. Instead of traditional inspiration, it blends necrotic damage with support abilities, allowing bards to deal damage while also healing allies. Community reactions have noted the strong thematic direction. One Reddit user described it as a good fit for darker character concepts, though some DMs may need to consider how it fits their campaign tone. Mechanically, early impressions suggest it’s relatively balanced, with its healing and damage requiring positioning and timing. The Circle of the Primeval explores a more ancient and unfamiliar side of nature. Instead of typical beasts, their Wild Shape options include more unusual, sometimes unsettling forms—drawing on prehistoric or aberrant inspirations. At 6th level, their “Primordial Awakening” feature allows additional effects like resistance to psychic damage and abilities that can disrupt enemies mentally. Some players like the new, darker style of this subclass as a change of pace, while others worry it might not fit the tone or gameplay balance of more classic, heroic D&D campaigns. This subclass may work best in settings where the implied, dark themes of the subclass are already established and agreed upon by the group. The updated Fiend Patron introduces a more structured approach to corruption mechanics. The new “Infernal Bargain” system allows warlocks to gain temporary power in exchange for accumulating “Corruption Points.” As corruption points increase, characters gain benefits—but also drawbacks, including possible DM influence over certain decisions at higher levels. To be clear, Corruption Points are gained each time the warlock uses their Infernal Bargain feature to gain their temporary power increases. This system has sparked discussion around player agency. Some players appreciate the mechanical representation of risk and consequence, while others are cautious about how it might be implemented at the table. Overall, it adds a clearer framework for storytelling, but likely requires strong communication between players and DMs. Community discussion around these subclasses has been active, particularly among DMs considering how to integrate them. Some concerns focus on tone—especially in campaigns that already have a defined setting or theme. Others are more mechanical, particularly around balance and player agency. Wizards of the Coast has included guidance in the document, including suggestions for implementation and reminders to use session zero discussions and safety tools when introducing darker themes. If you’d like to play these subclasses at your table, You can download and learn more about them for free on D&D Beyond or through official Wizards of the Coast Unearthed Arcana posts. I’ll include links in this video’s notes, below. Quick episode today, but that about wraps things up! So, what are your thoughts on these new subclasses? Would you include them in your campaign, or do they feel too specific in tone? Let me know in the comments. And if you enjoyed this breakdown, consider liking the video and subscribing for more weekly D&D news. Until next time my friends—keep rolling those 20’s.
Gargoyles in armor stand on a stone roof at night under a blue moon
By Jacob Tegtman April 13, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=OMnHDV9p7hk Transcription What if your next D&D character was carved instead of being born? And what if their entire purpose was decided the moment they were made? Welcome back to Eternity TTRPG. Today, we’re returning to Crooked Moon to explore the playable monstrous races that this awesome campaign setting provides. Next on list are the Stoneborn from Pholsense – I hope you’re ready, as this race is really fun.  Stoneborn are carved from – well, from stone – by the ruler of their land—and they’re brought to life through a divine force called the Silver Path. In Pholsense, Stoneborn don’t come from families. They literally start as blocks of stone. The ruler of the province, Archbishop Danton Alexandre Renault (a name you may have heard from some of my other Crooked Moon videos – particularly the ones based on specific adventures), oversees their creation. A body is carefully carved into shape—usually with wings and a humanoid form. So, think gargoyle statue. At some point during this process, the Silver Path—a divine power—brings that body to life. Based on the lore of Crooked Moon, we don’t really know exactly what “the Silver Path” is. It’s not like buried somewhere obscure, later on in the campaign book. I think it’s left open-ended so your group, or DM, can sort of play it up as they’d like. Mystery is, after all, a big part of the Crooked Moon setting. It’s worth starting here with the Stoneborn though because the Silver Path is the process of how this carved statue of stone awakens. The Silver Path is clearly stated in the lore as A divine force or guiding power associated with order, light, and purpose. In the Crooked Moon setting, whether you’re playing a Stoneborn or want to highlight them as a DM, the Silver Path functions as: A religious belief system (what people worship) – as the whole process of Stoneborn creation is either overseen, or even performed, directly by the Archbishop A real source of power (it actually does things, like awaken inanimate stone) And is a standard for morality (what’s considered “good” and “right” in the lands of Crooked Moon) In short, the Silver Path is the god-like force that defines “order and good” specifically within the lands of Pholsense. It’s also worth noting that the Silver Path is not described as a spell, and it’s clearly not some form of hidden technology. It is like a divine power. So, moving on, the Stoneborn are made of whatever stone they were carved from. That determines their color and texture. Their shapes can vary a lot, depending on their creator’s artistic choices. This means that your Stoneborn could be a gargoyle, like I mentioned before. But, they could also have features similar to animals, dragons, or angels. You can also have a lot of fun with it and mix different traits rather than having just one clear form. All Stoneborn do have wings, but they’re heavy. And they can fly—but just not quickly or easily. When it comes to the land of Pholsense it’s a strict and orderly place. Rules are taken seriously, and roles are clearly defined. Stoneborn are usually created to actually serve a very specific function within their society. Common roles include: Guards Enforcers of the law Or protectors of important places, such as religious buildings (perhaps even locations where the Silver Path takes place) Because they are created rather than raised, many Stoneborn strongly believe in following their assigned purpose. But – and this makes for great roleplay opportunities – not all of them agree with their assigned paths, forever. Some eventually start to question: Why they were made Whether their role in life is fair And whether the Archbishop—or the Silver Path—is always right Mechanically, Stoneborn are durable and flexible. They’re classified as Constructs. You can choose to be Small or Medium-sized. They also have a flying speed equal to half their normal movement. When it comes to abilities, Stoneborn come with: Argent Gleam Once per long rest, you can use a bonus action to choose one of two effects: 1) Path’s Grace You cast Bless without needing components. 2) Zealous Charge You take the Dash action, and your next attack deals an extra 2d6 radiant damage—even if the attack misses. Next, they have Silver Bulwark When you take bludgeoning, piercing, or slashing damage, You can use your reaction to gain resistance to those damage types until your next turn. And then lastly, Watchful Senses gives you proficiency in either: Insight Perception or Survival When it comes to roleplaying, Stoneborn characters are mainly about purpose. You might think about: Why your character was created Whether they still believe in their assigned purpose now And how they feel about the person who made them Some Stoneborn fully trust the system they come from. Others might not. You can also explore their relationship with the Silver Path: Do they see it as a real guiding force? Or just something they were told to believe in? Finally, Stoneborn don’t die of old age, in quite the same way as most creatures. After a long life—around 300 years—they physically break down and return to rubble. Personally, I think it would be kind of cool if they just permanently petrified, returning to their state before the Silver Path – almost like every Stoneborn graveyard isn’t just filled with creepy gargoyle statues like in most fantasy games... but the graveyard is the gargoyles... providing a glimpse into each stoneborn’s life, and what mattered to them. So what do you think? Would you play a Stoneborn, or have you played one already? And more importantly—Would you follow the Silver Path… no matter where it leads, or what it asks of you? Or would you be a black sheep among the gargoyles? Drop your thoughts in the comments below. I think next up I have planned to cover the Plagueborn. But if you have another Crooked Moon race on your mind that you want me to dive into, let me know. See you guys next time!
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