Fallout: The Roleplaying Game vs Rifts
Compare Fallout: The Roleplaying Game and Rifts side by side. See differences in complexity, dice, genre, cost, and more.
| Fallout: The Roleplaying Game | Rifts | |
|---|---|---|
| Genre | Post-Apocalyptic | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero |
| Tags | Tactical, Exploration, Survival, Character Building, Cinematic | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical |
| Core Mechanic | Roll 2–5d20 against a target number (Attribute + Skill). Each die at or under the target scores a success. Compare successes to difficulty (1–5). Extra successes become Action Points to buy bonus dice, extra damage, or information. | 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 | 2d20 + d6 | d20, d100 |
| Complexity | Medium | Very High |
| Accessibility | High | 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 | Modiphius Entertainment | Palladium Books Inc. |
| Year | 2021 | 2005 |
| Best For | Fallout fans who want to explore the Wasteland at the tabletop with SPECIAL attributes, perks, Action Points, and the iconic post-apocalyptic 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. |
| Highlights | Faithful Fallout experience with S.P.E.C.I.A.L. stats and perks, Action Point economy creates tactical depth, Combat Dice handle damage cleanly, well-supported licensed setting | 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 | The 2d20 system carries a learning curve, with an Action Point economy to track alongside the dice. Tight ties to the Fallout IP constrain homebrew settings that stray from the license. Rules detail can feel crunchy for groups who want a lighter game. | 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. |