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Nimble vs Rifts

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

NimbleRifts
GenreFantasyPost-Apocalyptic, Scifi, Fantasy, Horror, Superhero
TagsTactical, Heroic, Beginner-Friendly, Low-PrepCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical
Core MechanicRoll d20 + stat for skill checks/saves vs. DC; attacks roll weapon dice directly for damage (1 on Primary Die = miss). Initiative roll determines starting actions (1-3). Heroes get 3 actions per turn with exploding critical hits.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
ComplexityLowVery High
AccessibilityHighMedium
RunnabilityLowVery 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$$$$
PublisherNimble Co.Palladium Books Inc.
Year20252005
LanguagesEnglishEnglish
Best ForGroups who love tactical grid combat but want faster sessions, less prep, and more teamwork: a streamlined alternative to D&D that keeps the crunch where it matters.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.
HighlightsAttacks roll weapon dice straight for damage with no separate to-hit step, so each attack resolves in a single roll. A three-action turn economy gives every character multiple meaningful choices each round rather than one move-and-attack. Heroic Reactions let players spend resources to act on allies' turns, rewarding coordinated team play.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.
ConsiderationsFantasy-only with no genre flexibility, limited class options in basic rules (4 classes), grid play strongly encouragedCharacter 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.