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13th Age vs Rifts

Compare 13th Age and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

13th AgeRifts
GenreFantasyPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsTactical, Strong GM Support, Heroic, Ascending ACCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll d20 + modifier vs. defense. The escalation die (a d6 that increases each combat round, adding to player attacks) builds momentum. One Unique Things and Icon Relationships tie characters to the setting and drive story.Combat and saving throws use a d20 plus bonuses, with high results overcoming a target number or opposing roll. Skills use d100 and succeed when the result is at or below the character's percentage.
Diced20d20, d100
ComplexityMediumVery High
AccessibilityMediumMedium
RunnabilityVery HighVery High
LicenseORC LicenseAll Rights Reserved
Third-Party PublishingNot yet researchedNoncommercial only — Palladium Books Internet Policy limited license
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherPelgrane PressPalladium Books Inc.
Year20252005
LanguagesEnglish, French, ItalianEnglish
Best ForGroups who love d20 fantasy combat but want more narrative freedom, improvisational play, and story-driven character connections baked into the mechanics.Groups who want long-form science-fantasy campaigns that move from a ruined Earth to other dimensions. The game suits tables whose GM will decide which parts of the broad setting a campaign uses.
HighlightsThe escalation die keeps combat moving. One Unique Things and Icon Relationships create narrative hooks. Streamlined monster design makes GM prep fast.Occupational and racial class packages assign distinct abilities and advancement tracks, giving each archetype a different role in the party. Mega-Damage places many supernatural creatures and war machines on a separate durability scale beyond the reach of ordinary Structural Damage Capacity attacks. Rifts and ley lines make dimensional travel a standing feature of the setting, letting campaigns move between devastated Earth and other worlds.
ConsiderationsTightly coupled to its default setting through the Icon system, some classes have complex trigger systemsCharacter creation combines rolled attributes with extensive skill selection, making first-time preparation lengthy. Combat asks each player to track an action economy, active defenses, and which damage scale applies. Magic and psionics use separate point pools and power procedures, adding class-specific rules to the shared system.