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Mausritter vs Rifts

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

MausritterRifts
GenreFantasyPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsRules-Light, Inventory Management, Hexcrawl, Dungeon Crawl, Sandbox, Exploration, Deadly, Attacks Always Hit, GrittyCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll d20 equal to or under attribute (STR, DEX, WIL) to avoid danger. Attacks always hit: roll weapon damage directly, reduced by armor. Slot-based inventory where items and conditions compete for limited space.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
AccessibilityVery HighMedium
RunnabilityMediumVery High
LicenseThird-party license availableAll 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$$
PublisherLosing GamesPalladium Books Inc.
Year20232005
LanguagesEnglish, Portuguese, Ukrainian, Italian, Polish, Dutch, Spanish, Russian, Czech, FinnishEnglish
Best ForWhimsical yet perilous adventures as tiny mice exploring a vast world of cats, owls, and crumbling ruins. Great for groups who want elegant OSR play with a charming tone.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.
HighlightsCard-based inventory system tracks gear visually, detailed hexcrawl and adventure site toolboxes, free PDF, approachable tone with real danger, instant character creationOccupational 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.
ConsiderationsCondition cards can stack harshly, light on long-campaign advancement structure, card-based inventory requires printing physical materials, limited guidance for non-dungeon adventuresCharacter 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.