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Knave vs Rifts

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

KnaveRifts
GenreFantasyPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsClassless, Rules-Light, Dungeon Crawl, Hackable, Ascending AC, Vancian Casting, Random TablesCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll d20 + ability score (1–10) vs. 11 + difficulty modifier. No classes: your abilities come from what you carry. Item slot inventory means every piece of gear is a meaningful choice. Spellbooks occupy an item slot and can be cast once per day (INT times per day total). 100 random careers provide starting equipment and flavor. Wounds reduce ability scores directly.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.
Diced20d20, d100
ComplexityVery LowVery High
AccessibilityMediumMedium
RunnabilityVery HighVery 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$$$
PublisherQuesting Beast LLCPalladium Books Inc.
Year20242005
LanguagesEnglishEnglish
Best ForGroups who want a classless, inventory-driven OSR game where characters are defined entirely by their equipment: with brilliant random tables and a full worldbuilding toolkit.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.
HighlightsClassless: gear defines the character, item slot inventory makes every choice meaningful, extensive random tables for worldbuilding, CC BY license allows free modification, fits in a small bookOccupational 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.
ConsiderationsNo character classes may feel directionless for some players, very swingy d20 rolls with low ability scores, minimal rules means heavy GM improvisation, combat is basic by designCharacter 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.