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Iron Valley vs Rifts

Compare Iron Valley and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

Iron ValleyRifts
GenreFantasyPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsCozy, Solo-Friendly, Rules-Light, Narrative, Beginner-Friendly, CC-Licensed Rules, Random TablesCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll 1d6 (action die) + stat against 2d10 (challenge dice). Beat both challenge dice for a strong hit, beat one for a weak hit, beat neither for a miss. A simplified hack of Ironsworn with only 10 moves. Promises replace vows, satisfaction replaces XP, and a favor economy drives gift-giving and relationships. Extensive oracle tables (50+ pages) generate characters, events, locations, and heart events for solo play.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 + 2d10d20, d100
ComplexityVery LowVery High
AccessibilityVery HighMedium
RunnabilityHighVery High
LicenseCC BY 4.0All Rights Reserved
Third-Party PublishingNot yet researchedNoncommercial only — Palladium Books Internet Policy limited license
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherM. KirinPalladium Books Inc.
Year20232005
LanguagesEnglishEnglish
Best ForSolo players who want a cozy, low-stakes RPG about building a life in a small town: farming, crafting, making friends, and maybe falling in love, with no combat or death mechanics.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.
HighlightsFills a cozy niche in TTRPGs: no combat, no death, just wholesome small-town life, extensive oracle tables support solo replayability, simple rules accessible to complete beginners, CC BY 4.0 license encourages sharing and hackingOccupational 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.
ConsiderationsOracle tables can produce repetitive prompts over multiple sessions. Minimal mechanical depth limits replay variety. There is no structured campaign or arc progression.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.