TTRPG Wiki

Compare tabletop RPG systems to find your next game

Dungeon Crawlers vs Rifts

Compare Dungeon Crawlers and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

Dungeon CrawlersRifts
GenreFantasyPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsRules-Light, One-Shot Friendly, Dungeon Crawl, Low-Prep, Fast-Paced, Fiction-First, Freeform Magic, Heroic, Theater of the MindCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicBuild a pool of Action dice (d6s) from trademarks and edges. Roll Danger dice for obstacles: matching Danger dice cancel Action dice. Highest remaining Action die determines success (6 = full, 4–5 = partial, 3 or less = fail).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
ComplexityVery LowVery High
AccessibilityMediumMedium
RunnabilityLowVery 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$$$
PublisherPeril PlanetPalladium Books Inc.
Year20202005
LanguagesEnglishEnglish
Best ForGroups wanting instant fantasy dungeon-crawling with minimal rules: perfect for one-shots, new players, or when you forgot your rulebooks.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.
HighlightsEntire game fits on 2 pages, character creation in minutes, freeform magic system, built-in adventure generator, same action/danger dice as Neon City OverdriveOccupational 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.
ConsiderationsVery minimal: no detailed combat or advancement systems, limited long-campaign support, lacks depth for crunch-oriented playersCharacter 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.