Advanced Dungeons & Dragons 2nd Edition vs Rifts
Compare Advanced Dungeons & Dragons 2nd Edition and Rifts side by side. See differences in complexity, dice, genre, cost, and more.
| Advanced Dungeons & Dragons 2nd Edition | Rifts | |
|---|---|---|
| Genre | Fantasy | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero |
| Tags | Character Building, Classic Fantasy, Crunchy, Descending AC, Dungeon Crawl, Random Tables, Tactical, Vancian Casting | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical |
| Core Mechanic | Roll 1d20 to attack and meet or exceed THAC0 minus the target’s descending Armor Class. Ability and proficiency checks roll a d20 against an appropriate score. Spellcasters choose spells to memorize before casting. | 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 | d20 | d20, d100 |
| Complexity | High | Very High |
| Accessibility | Medium | Medium |
| Runnability | High | Very High |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Noncommercial only — Palladium Books Internet Policy limited license |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $$ |
| Publisher | TSR, Inc. | Palladium Books Inc. |
| Year | 1995 | 2005 |
| Languages | English | English |
| Best For | Groups who want referee-led fantasy campaigns with class-and-level characters, prepared spells, optional proficiencies, and detailed combat procedures. | 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 | THAC0 expresses attack chances as a single target-number calculation against descending Armor Class. Parallel PHB and DMG organization and a DMG index covering both books make rules topics easier to locate. Optional proficiencies add chosen weapon and nonweapon capabilities to class-based characters. | 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 | Core rules remain split between the Player’s Handbook and Dungeon Master Guide, including DM-only procedures. Descending Armor Class, initiative modifiers, and special combat procedures require reference beyond a basic d20 roll. Optional proficiency rules increase character choices and exception handling. | 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. |