2300 AD vs Rifts
Compare 2300 AD and Rifts side by side. See differences in complexity, dice, genre, cost, and more.
| 2300 AD | Rifts | |
|---|---|---|
| Genre | Scifi | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero |
| Tags | Career-Based, Skill-Based, Simulation, Combat-Heavy, Tactical, Crunchy, Ship-Based, Exploration, Random Tables, Strong GM Support | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical |
| Core Mechanic | For a task, roll d10 and add modifiers from applicable skills and characteristics; meet a difficulty target from 2 for Simple to 18 for Impossible to succeed. A natural 1 fumbles, while failed checks use a separate roll to determine whether the character may retry or suffers a mishap. Hasty, hazardous, uncertain, and cooperative tasks modify time, failure risk, information, or group participation without changing the core check. | 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. |
| Dice | d10 | d20, d100 |
| Complexity | High | Very High |
| Accessibility | Medium | Medium |
| Runnability | High | Very High |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Noncommercial only — Mongoose Publishing Fair Use Policy | Noncommercial only — Palladium Books Internet Policy limited license |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $$ |
| Publisher | GDW | Palladium Books Inc. |
| Year | 1988 | 2005 |
| Best For | Groups who want career-shaped crews exploring a politically divided interstellar frontier where starship operations and hard-science constraints drive missions. | 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. |
| Highlights | Career terms turn pre-play service into skills and organizational ties, giving each crew member a practical history that feeds later missions. Space combat uses hex movement and signature-based detection, making maneuver and sensor discipline as important as weapon range. Linked world-generation and mapping procedures build planets down to regional terrain, giving exploration campaigns playable locations instead of setting prompts. | 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. |
| Considerations | Character creation can end when a turning-point roll fails, leaving a concept in its current career before the player intended. Combat routes each hit through location and damage-type tables, adding several lookups to a fight. The future history assumes a World War III and French hegemony, so campaigns are tied to a specific 1980s vision of the 24th century. | Character 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. |