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Mini Review
Savage Worlds (SW) is a core system at a 'pulp' level of power. (PCs are "Big Damn Heroes" but getting stuck with a pointy stick or a knife still hurts.)
Combat is very tactical (frontal attacks are often a Bad IdeaTM) and includes rules for "Tricks" and "Tests of Will" which allow characters to a) do cool cinematic stuff, b) help take out extremely tough opponents, and c) give non combat-oriented characters effective potential actions. (A Trick might be throwing sand in an opponent's eyes. The mechanical result is him being 'Shaken' and possibly (not certainly) losing an action to 'get the sand out of his eyes'. While he is Shaken, your allies will find it easier to attack and hurt him. So tactics can make a big difference!) Other tactics include everything from using terrain and cover to Called Shots or getting 'The Drop' on some one.
Mechanically, SW uses a die step system to represent abilities and skills (Traits). A weak PC might have d4 Strength and a strong one d10 or even d12 (d12 is normal human maximum). The core resolution mechanic is take the best of Trait roll and Wild Die roll and compare to target number (default is 4) for success. Only PCs and Wild Card (boss) NPCs use a Wild Die. Minions or minor NPCs only roll a Trait die which significantly reduces their chances of success even if the Traits are equal. It's part of what makes PC Big Damn Heroes but, since NPCs may still have the same skill, it still hurts when they do connect. It also makes Edges (similar to D&D feats) extremely important to characters. In many ways, Edges and Hindrances are what define a character mechanically. Their ability and skill ratings are secondary. For example, a burglar with the Thief edge is sneakier than a burglar without it even if the other burglar has one or two dice higher in his Stealth skill.
Savage World's core system is intended to be customized. Savage Worlds Explorer's Edition (SWEX) is nearly all mechanics and no setting or 'flavor' text. Those you'll find in the setting books. Take the "Bolt" power as one example; SWEX simply gives you the mechanics - range, damage, and cost but the settings books customize it to fit - 50 Fathoms, for example, "Bolt" may become a "Fire Bolt" which generates a stream of tiny fire elementals slamming into your target...with the range, damage, and cost from SWEX. Similarly, many elements of the core system are intended to be customized for your campaign and setting.