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Forbidden Lands vs Rifts

Compare Forbidden Lands and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

Forbidden LandsRifts
GenreFantasyPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsSandbox, Hexcrawl, Gritty, Survival, Deadly, Exploration, Base-Building, Random TablesCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll a pool of d6s (attribute + skill + gear dice). Each 6 is a success. You can push your roll for extra dice, but risk damaging gear and taking conditions. Gear dice degrade on 1s. Year Zero Engine.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
ComplexityMediumVery High
AccessibilityHighMedium
RunnabilityHighVery High
LicenseYear Zero Engine OGLAll 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$$$$
PublisherFree League PublishingPalladium Books Inc.
Year20182005
LanguagesEnglish, Swedish, German, French, Spanish, ItalianEnglish
Best ForSandbox hexcrawl campaigns with stronghold building, resource management, and a dark fantasy tone. Great for groups who want to explore and carve out their own corner of the world.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.
HighlightsDetailed sandbox tools and hexcrawl structure, stronghold building adds long-term goals, push mechanic creates meaningful risk, low-prep with random encounter tables and legend handoutsOccupational 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.
ConsiderationsTightly tied to its Ravenland setting, push mechanic can frustrate cautious players, stronghold rules require the full boxed set, hex encounters can feel repetitive without GM preparationCharacter 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.