Batman Role-Playing Game vs Rifts
Compare Batman Role-Playing Game and Rifts side by side. See differences in complexity, dice, genre, cost, and more.
| Batman Role-Playing Game | Rifts | |
|---|---|---|
| Genre | Superhero, Modern | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero |
| Tags | Licensed IP, Heroic, Investigation, Crunchy, Tactical, Character Building, Martial Arts, High-Power, Strong GM Support, Beginner-Friendly | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical |
| Core Mechanic | Abilities and quantities such as weight, distance, and time are rated in Attribute Points (APs), a scale on which each AP doubles the last. A Dice Action rolls 2d10 against a Success Number found by crossing the Acting Value with the Opposing Value on the Action Table. Doubles add and may roll again, while double 1s always fail. When a roll of 11 or more beats the Success Number, it earns a Column Shift for each entry counted rightward past the Success Number that is at least 11 and no higher than the roll. The Effect Value is then crossed with the Resistance Value on the Result Table, moved left by the Column Shifts, to give Result APs (RAPs) of damage or effect. Before the roll, both sides may bid Hero Points, each adding 1 AP to one value without more than doubling it. | 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 | 2d10 | d20, d100 |
| Complexity | High | Very High |
| Accessibility | Very Low | Medium |
| Runnability | Low | Very High |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | No verified route found | Noncommercial only — Palladium Books Internet Policy limited license |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | Unavailable | $$ |
| Publisher | Mayfair Games Inc. | Palladium Books Inc. |
| Year | 1989 | 2005 |
| Languages | English | English |
| Best For | Groups who want to play the Batman, his allies, or original Gotham heroes in detective and street-crime adventures against his rogues gallery. | 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 | Hero Points serve as both the bonus for rolls and the currency for advancement, so every point spent to win a scene is a point not banked toward growth. Starting Killing Combat forfeits all of a hero's Hero Point awards for the adventure, building the Batman's code against killing into the reward system. Interrogation and Clue Analysis turn Result APs into graded information, so a stronger roll reveals more of what a suspect or clue can tell. | 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 | A Dice Action reads its Success Number from the Action Table and, only when the roll succeeds, takes a second lookup on the Result Table for its effect, so each successful attack or other rolled action needs two table references. Designing a Gadget runs a multi-step Hero Point cost formula with Reliability Number modifiers, Drawback discounts, and a final halving. Only one player can be the Batman, so everyone else plays another listed hero or one built with the creation rules. | 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. |