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Lasers & Feelings vs Rifts

Compare Lasers & Feelings and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

Lasers & FeelingsRifts
GenreScifiPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsRules-Light, One-Shot Friendly, Beginner-Friendly, Low-Prep, Comedy, Collaborative, Fiction-First, CC-Licensed Rules, Tag-BasedCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicPick a number from 2–5. Roll 1–3d6 depending on preparation and expertise. Rolls under your number succeed at Lasers (science, tech, reason); rolls over succeed at Feelings (intuition, diplomacy, passion). Rolling exactly your number triggers Laser Feelings: a special insight where you can ask the GM one question.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
AccessibilityVery HighMedium
RunnabilityMediumVery 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$$
PublisherOne Seven Design (John Harper)Palladium Books Inc.
Year20132005
Best ForQuick one-shots with zero prep: the crew of the interstellar scout ship Raptor must save the day while the captain is out of commission.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.
HighlightsEntire game fits on one page, zero prep needed, character creation takes seconds, free and Creative Commons licensedOccupational 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.
ConsiderationsThe GM carries most of the creative and structural load. The single stat means characters can feel mechanically identical. There is no structured scenario framework beyond the initial hook.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.