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Cosmere RPG vs Rifts

Compare Cosmere RPG and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

Cosmere RPGRifts
GenreFantasyPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsCrunchy, Character Building, Heroic, High-Fantasy, Tactical, Licensed IP, Lore-HeavyCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll d20 + skill vs. difficulty. The GM can raise the stakes on key rolls by adding the plot die: a custom d6 with Opportunity, Complication, and blank faces. Opportunities grant bonus effects chosen by the player; Complications introduce narrative twists chosen by the GM but also add a bonus to the roll. Each combat round, characters choose a fast turn (2 actions, act first) or slow turn (3 actions, act later). Characters advance through branching talent trees across 6 heroic paths and 9 Radiant paths.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.
Diced20 + d6d20, d100
ComplexityHighVery High
AccessibilityHighMedium
RunnabilityHighVery High
LicenseAll Rights ReservedAll 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$$$$$
PublisherBrotherwise GamesPalladium Books Inc.
Year20252005
LanguagesEnglishEnglish
Best ForBrandon Sanderson fans who want deep character customization and hard-magic systems brought to the table: groups who enjoy Pathfinder-level build depth in a richly detailed setting.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.
HighlightsDeep lore integration with the Cosmere setting, extensive character customization rivals Pathfinder, plot die adds dramatic tension, fast/slow turn initiative lets players trade actions for turn order, Foundry VTT supportOccupational 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.
ConsiderationsPlot die adds a layer of opportunity/complication outcomes on top of pass/fail increasing cognitive overhead per roll, rulebook organization is poor and unclear in places, large barrier to entry for non-Sanderson fans, social encounters can feel repetitiveCharacter 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.