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Burning Wheel vs Rifts

Compare Burning Wheel and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

Burning WheelRifts
GenreFantasyPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsCrunchy, Roleplay-Heavy, Character Building, Drama, Low-Fantasy, Social CombatCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll a pool of d6s (ability exponent = number of dice). 4+ counts as a success. Meet or exceed the obstacle number. Beliefs, Instincts, and Traits earn artha rewards.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.
Diced6 dice poold20, d100
ComplexityHighVery High
AccessibilityHighMedium
RunnabilityHighVery High
LicenseProprietaryAll 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$$$$
PublisherBWHQPalladium Books Inc.
Year20112005
LanguagesEnglishEnglish
Best ForGroups who want character beliefs and drama to mechanically drive play, with deep subsystems that reward mastery.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.
HighlightsBeliefs mechanically drive play. Skills advance through use. The Duel of Wits and Fight subsystems offer detailed resolution.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.
ConsiderationsSteep learning curve, meant to be played as written (not hackable), print availability limitedCharacter 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.