Dungeons & Dragons Rules Cyclopedia vs Rifts
Compare Dungeons & Dragons Rules Cyclopedia and Rifts side by side. See differences in complexity, dice, genre, cost, and more.
| Dungeons & Dragons Rules Cyclopedia | Rifts | |
|---|---|---|
| Genre | Fantasy | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero |
| Tags | Classic Fantasy, Dungeon Crawl, Exploration, Random Tables, Vancian Casting, Descending AC, Domain Management, Crunchy | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical |
| Core Mechanic | Characters make attacks by rolling 1d20, adding applicable modifiers, and meeting the target number for Armor Class. THAC0 offers an equivalent subtraction method. Saving throws are d20 class-and-level targets, and spellcasters memorize limited spells that are expended when cast. | 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. |
| Dice | d20 | d20, d100 |
| Complexity | High | Very High |
| Accessibility | Medium | Medium |
| Runnability | Very High | Very High |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Noncommercial only — Palladium Books Internet Policy limited license |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $$ |
| Publisher | TSR, Inc. | Palladium Books Inc. |
| Year | 1991 | 2005 |
| Languages | English | English |
| Best For | Groups who want a single reference for a long-running classic fantasy campaign that can move from dungeons to dominions. It suits readers comfortable learning optional detail alongside the baseline rules. | 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. |
| Highlights | Chapter 1 walks a player from ability scores through class, equipment, attacks, and saving throws. Separate combat procedures support personal fights, large battles, and sieges. Stronghold and dominion rules turn accumulated resources into rulership procedures. | 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. |
| Considerations | Character advancement reaches 36 levels before optional high-level paths add further decisions. Rules depth spans personal advancement, large battles, and domain administration, requiring a group to choose which procedures will matter. The game retains class-and-race restrictions and descending Armor Class rather than a universal skill resolution procedure. | 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. |