TTRPG Wiki

Compare tabletop RPG systems to find your next game

Legend of the Five Rings vs Rifts

Compare Legend of the Five Rings and Rifts side by side. See differences in complexity, dice, genre, cost, and more.

Legend of the Five RingsRifts
GenreFantasyPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsSocial Combat, Social Intrigue, Faction Play, Drama, Career-Based, Crunchy, Lore-HeavyCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll-and-keep with custom dice. The player picks a skill and an elemental approach (Air, Earth, Fire, Water, or Void): the approach determines how the action is attempted, so a Fire approach to combat is a reckless overwhelming strike while a Water approach redirects an opponent's force. The pool is Ring dice (d6) equal to the chosen ring's value plus Skill dice (d12) equal to skill rank; after rolling, the player keeps up to ring-value dice. Kept faces show some mix of successes, explosive successes, opportunity, and strife symbols: successes meet a target number, opportunity spends create narrative effects, and accumulated strife eventually drives the character into Compromised.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 + d12 custom diced20, d100
ComplexityHighVery High
AccessibilityMediumMedium
RunnabilityVery HighVery High
LicenseAll Rights ReservedAll 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$$$$
PublisherFantasy Flight GamesPalladium Books Inc.
Year20182005
LanguagesEnglishEnglish
Best ForGroups who want samurai drama where internal conflict between sworn duty and personal desire matters as much as the sword, with structured rules for court intrigues and duels alongside skirmish combat.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.
HighlightsApproach choice means the same skill check resolves differently depending on which ring drives it, mechanizing personality and method instead of relegating them to flavor. Strife accumulates from dice rolls and triggers Compromised when it exceeds composure, turning emotional pressure into a tracked resource without a separate sanity subsystem. Ninjō (personal desire) and giri (sworn duty) are written into each character sheet, and the conflict between them is the engine of advancement and downtime scenes.Occupational 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.
ConsiderationsCustom dice are required and not easily substituted: physical sets must be purchased separately or the official dice app used. Honor, glory, status, strife, composure, void points, and conflict-specific resources all track separately, so social bookkeeping is heavy outside of skirmishes. The mechanical structure is tightly bound to Rokugan's clan system and Bushidō expectations: reskinning to other settings unwinds large chunks of character creation and technique 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.