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.

D&D characters read a glowing book, split scene, half lush daytime, half purple night.
By Jacob Tegtman October 7, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=VE2fUonKzl8 Transcription Dungeons & Dragons is officially crossing over with Magic: The Gathering’s Lorwyn-Shadowmoor! This fairytale world of eternal sunlight and creeping twilight is joining the Forgotten Realms through a brand-new digital-exclusive expansion. Welcome back to Eternity TTRPG—your go-to source for all things Dungeons & Dragons! So, what’s this mysterious realm and why is it part of the new 5.5 Edition rollout? And—should you actually spend fifteen bucks on it? Let’s dive in. Wizards of the Coast is making a bold move with Lorwyn: First Light—a brand-new digital-only supplement coming to D&D Beyond on November 18th . According to both Bell of Lost Souls and D&D Beyond’s official announcement, it’s part of the new Forgotten Realms bundle—which includes The Player’s Guide, Adventures in Faerûn, and three exclusive add-ons: Astarion’s Book of Hungers Netheril’s Fall and today’s star—Lorwyn: First Light. So, what is Lorwyn-Shadowmoor? If you’ve played Magic: The Gathering back in the late 2000s, you might remember these twin worlds—one a radiant fairytale land of endless summer, the other a dark, dreamlike reflection of it. In D&D terms, it’s being reimagined as a Domain of Delight in the Feywild—those whimsical, dangerous realms ruled by Archfey. But here’s the twist: Lorwyn and Shadowmoor used to shift every few centuries—light giving way to night. Now, both have begun bleeding together in unpredictable ways. Imagine meadows of sunlight interrupted by patches of midnight, separated by shimmering auroras. It’s a stunning concept—and one that promises both beauty and peril in equal measure. The big question is what do you actually get with Lorwyn: First Light? According to Wizards’ release info, you’ll get: 2 new feats 2 new backgrounds (likely tied to those feats) 2 new magic items 8 monsters drawn from the Feywild’s weirdest corners 2 playable species , plus advice for adapting 8 more to the Lorwyn-Shadowmoor setting Two mini-adventures —each with maps ready to drop into your campaign And yes, all of this can be used in the Forgotten Realms or as standalone Feywild content. Characters might cross over via fey crossings, or your adventurers might stumble through a glowing portal in the Moonshae Isles straight into a land where “dreams have claws.” The price tag is $14.99 for the standalone version—or as part of the Forgotten Realms Ultimate Bundle, which includes digital dice, and both digital and physical book copies. That’s stirred some debate online. Some fans love the idea of expanding the Feywild with official crossover content, while others worry it’s another micro-expansion cash grab. But the excitement is real—this marks the first time a Magic: The Gathering setting has officially joined D&D 5.5E. If this goes well, you should probably expect Wizards to do more of this kind of thing. In any case whether you’re a Lorwyn nostalgia fan or just want more Feywild flavor in your campaigns, this expansion could scratch both your card game and tabletop itches. Do you think that Lorwyn: First Light will be a delightful addition to your Feywild campaigns—or is this just another shiny portal to your wallet? Let me know in the comments below, and don’t forget to like, subscribe, and ring that bell for more weekly D&D news and updates.
By Jacob Tegtman October 3, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RfmCpJPQM7o Transcription The Gygax Memorial Fund is working to build a D&D memorial for the late Gary Gygax. The memorial will (hopefully) be placed in Library Park , in downtown Lake Geneva, Wisconsin —the birthplace of Dungeons & Dragons. This is the park that Gary himself loved and even chose as the spot for a memorial before he passed. In 2024, during D&D’s 50th anniversary, the city officially granted land for the project. This memorial will be a life-sized stone gaming table, with a dungeon map designed by Gary Gygax himself. But the question is, will this Kickstarter finally succeed where past efforts failed? Welcome back to Eternity TTRPG—your weekly quest hub for all things Dungeons & Dragons. Today, we’re talking about a very feel-good story for your Friday – a legendary project years in the making: the Gary Gygax Memorial Game Table. Gary, co-creator of Dungeons & Dragons, passed away in 2008. Since then, his widow Gail Gygax has championed the idea of a permanent memorial in their hometown of Lake Geneva. Now, the Gygax Memorial Fund has revealed their project: a stone game table in Library Park, complete with benches and, eventually, a bronze statue of Gary himself. The table will feature a bronze map of Gygax’s very first dungeon. The Kickstarter launched October 1st, 2025, marking the anniversary of TSR, the company Gary founded to publish D&D. Backers for this project get everything from digital scrolls to engraved pavers around the monument. Of course, fans are excited—but also cautious. The Gygax Memorial Fund has been planning memorials since at least 2012, and past efforts fizzled after raising over $100K. This has left some fans asking wondering about this attempt. On EN World, one user wrote: ‘The fund has talked about this for a decade—none of it has come to fruition. What makes this attempt special?’ But others point out that since Paul Stormberg took over as chair in 2020, the fund has started producing real results—like memorial benches and library exhibits. And with Lake Geneva officially granting land for the project, this campaign has a stronger foundation than ever. For some D&D fans, this may not just be a statue, but a chance to gather in the very town where roleplaying was – more or less – born. It is pretty amazing to think that you could sit at Gary’s table and roll dice on his original dungeon. This is both a tribute to the past and a playable monument for future generations of adventurers. If you’re interested in helping fund the project, I’ll leave a link the video description, and comments. And lastly, what do you think? Will the Gary Gygax Memorial Game Table finally become a reality—or is this another critical fumble? Drop your thoughts in the comments, and don’t forget to like, subscribe, and ring that bell so you don’t miss next week’s D&D news.
Illustration for Critical Role Campaign 4, with a blindfolded green humanoid, castle landscape, and logo.
By Jacob Tegtman September 30, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Tv9HBlNaSMY Transcription Critical Role just dropped the story trailer for Campaign 4. It is looking like a bold campaign. We’re talking a brand-new world, an incredible 13 player characters, and a plot that kicks off with the execution of a revolutionary firebrand named Thiatzi Fang (we’ll see if I got that pronunciation right). Oh—and if you didn’t see my last video on the topic or you haven’t heard, Brennan Lee Mulligan is DMing this campaign while Matt Mercer will be a player.  Welcome back to Eternity TTRPG—your portal of divination into all things Dungeons & Dragons. First up with campaign 4—the setting. Unlike every previous Critical Role story, Campaign 4 leaves Exandria behind entirely. Instead, we’re venturing into Araman, a godless realm still haunted by the echoes of dead deities and a rebellion that shook the land 80 years ago. This isn’t just new lore, but a blank canvas, making it perfect if you’ve never watched Critical Role. There’s no prior knowledge required, which is perfect for new fans, but also a fresh start for longtime Critters. The trailer centers on Thiatzi Fang, a revolutionary who led something called the Falcon’s Rebellion twelve years back. Now, he’s been captured, condemned, and set to be executed by the mysterious Sundered Houses. Fang himself calls the Revolutionary Council a shadow of its former glory, while hinting at the unfinished war against the gods of Araman. So already, we’re looking at political intrigue, rebellion, and a potential spark for civil war. This time, Critical Role also isn’t just one party. That is to say, because there’s 13-players, they’re actually split into three connected, but altogether different parties. Each of these parties also has a name, describing their main focus in the campaign: The Seekers, the Soldiers, and the Schemers. This setup is packed with themes that Critical Role’s new DM, Brennan Lee Mulligan thrives on—iconoclasm, unity, and tension between hope and despair. The godless world of Araman asks: Without the Gods, who will seize the crown? Fans are buzzing that this campaign might explore things akin to segments from Game of Thrones, but with more dice rolls and way more crying. If you want to check it out, Campaign 4 launches October 2nd at 7 PM PT , streaming on Twitch, YouTube, and Critical Role’s Beacon service. Like I mentioned in my last video on Critical Role, they’ll be using the 2024 D&D 5e rules , with some special homebrew added by none other than Jeremy Crawford and Chris Perkins. And yes, you can jump in totally fresh if you want to see what Critical Role’s all about—no prior Exandria knowledge required. So—what do you think? Is Thiatzi Fang a hero, a villain, or something much more complicated? And which of the three parties are you most hyped to see—the Seekers, Soldiers, or Schemers? Drop your thoughts in the comments, and let’s get the speculation for this season’s campaign rolling. And lastly, if you liked this quick update, don’t forget to like, subscribe, and ring that bell so you don’t miss our usually bi-weekly dives into the biggest stories in the D&D universe. Until next time—may your rolls be high, and your executions be… postponed.
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