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Hero Kids vs Rifts

Compare Hero Kids and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

Hero KidsRifts
GenreFantasyPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsBeginner-Friendly, One-Shot Friendly, Grid-Based, Family-Friendly, Low-Prep, HeroicCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll d6 dice pool (pool size from hero card stats). Attacker's highest die vs. defender's highest die: equal or higher hits. Ability tests roll pool vs. target number (4/5/6).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
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$$$
PublisherHero Forge GamesPalladium Books Inc.
Year20122005
LanguagesEnglishEnglish
Best ForParents introducing kids aged 4–10 to tabletop RPGs. Simple enough for young children, with grid combat and pre-made hero cards.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.
HighlightsGenuinely playable by young children, print-and-play hero cards and stand-ups, included introductory adventure, lots of expansion adventures availableOccupational 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.
ConsiderationsToo simple for older players, no character progression system, fantasy-only, requires printing materialsCharacter 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.