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Dungeons & Dragons 4th Edition vs Rifts

Compare Dungeons & Dragons 4th Edition and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

Dungeons & Dragons 4th EditionRifts
GenreFantasyPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsTactical, Miniatures, Heroic, Character Building, High-Fantasy, Classic Fantasy, Crunchy, Ascending ACCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll d20 plus relevant modifiers against a DC or target defense. A total equal to or higher than the target succeeds. Combat turns use standard, move, and minor actions, while powers specify their targets and effects.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.
Diced20d20, d100
ComplexityHighVery High
AccessibilityHighMedium
RunnabilityVery HighVery 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$$$$
PublisherWizards of the CoastPalladium Books Inc.
Year20082005
LanguagesEnglish, French, Italian, German, SpanishEnglish
Best ForGroups who want role-defined heroes, grid-centered combat, and long campaigns with extensive tactical advancement.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.
HighlightsClass roles give defenders, strikers, leaders, and controllers distinct tactical jobs in a party. At-will, encounter, and daily powers make each class's available actions explicit at the table. Encounter-building rules pair monster roles with level and XP budgets, giving DMs a repeatable preparation procedure.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.
ConsiderationsGrid position, forced movement, marks, and opportunity attacks require continuous spatial tracking. Each character's power list grows across 30 levels, increasing turn options and rules lookups. Rituals, skill challenges, treasure parcels, and combat use separate procedures that the group must learn.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.