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Bunnies & Burrows vs Rifts

Compare Bunnies & Burrows and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

Bunnies & BurrowsRifts
GenreFantasyPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsCareer-Based, Deadly, Exploration, Grid-Based, Gritty, Hexcrawl, Random Character Creation, Resource Management, SurvivalCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll 1d6 + Trait Rating against a Difficulty Value (DV) for skill checks. Eight traits (Strength, Speed, Intelligence, Agility, Constitution, Mysticism, Smell, Charisma) each have a genetic base value set at character creation via 3d6, plus a Level that increases through Advancement Points. Combat uses hex-based battleboards with Attack and Defend dice, comparing Attack Score (attack die plus modifiers) to Defense Score (SPD Rating plus defend die), with tactical choices selected secretly each round via Combat Tactics Cards.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.
Diced6d20, d100
ComplexityMediumVery High
AccessibilityMediumMedium
RunnabilityHighVery High
LicenseProprietary (licensed from Steve Jackson Games)All 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$$$$
PublisherFrog God GamesPalladium Books Inc.
Year20192005
LanguagesEnglishEnglish
Best ForGroups who want a survival-focused campaign from a non-human perspective, solving problems as small prey animals in a realistically dangerous ecosystem.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.
HighlightsFully realized herbalism system serves as the game's analog to magic, with herb searching, recognition, preparation, and remodeling mechanics. Pursuit phase models predator chases as a distinct tactical minigame before combat begins. Extensive bestiary details real-world predators and prey with ecologically grounded behavior. Nine playable species (rabbit plus eight others) each with a unique profession and trait distribution.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.
ConsiderationsNo free quickstart or SRD: the $1 B&B Light folio is the cheapest entry point. Battleboard combat with tokens and tactics cards requires physical components or digital substitutes. Rules are spread across multiple subsystems (pursuit, combat, herbalism, diseases, pests) that take time to internalize.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.