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Rifts vs Rock & Stone

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

RiftsRock & Stone
GenrePost-Apocalyptic, Scifi, Fantasy, Horror, SuperheroFantasy
TagsCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, TacticalClassic Fantasy, Comedy, Dungeon Crawl, Fast-Paced, Heroic, High-Power, Random Tables, Rules-Light, Strong GM Support, Theater of the Mind
Core MechanicCombat 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.For a test, roll a d20 and add the relevant skill; a total above the GM-set difficulty succeeds, while an exact match succeeds with a complication. Natural 20s and 1s produce especially heroic successes and fatal failures.
Diced20, d100d20
ComplexityVery HighLow
AccessibilityMediumVery High
RunnabilityVery HighLow
LicenseAll Rights ReservedAELF Open License Version 1.0a
Third-Party PublishingNoncommercial only — Palladium Books Internet Policy limited licenseCommercial publishing allowed — AELF Open License Version 1.0a
Summary only, not legal advice. Check current terms before publishing.
Cost$$Free
PublisherPalladium Books Inc.Sebastian Hahn
Year20052025
Best ForGroups 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.Groups who want a fast, rules-light dungeon crawl about unusually capable dwarven mercenaries, with a compact setting and a ready-to-run starting adventure.
HighlightsOccupational 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.Gold committed to the dwarven hoard pays for levels, tying treasure recovery directly to advancement. Archetypes grant selectable active and passive abilities, giving each dwarf a distinct role within the shared skill system. Carousing turns a between-adventure roll into complications and opportunities that can seed later expeditions.
ConsiderationsCharacter 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.Characters are built around the last-dwarves premise, although the rules permit other heroes. Advancement grants its largest skill and ability gains through level four, after which levels add only hit points and one skill point. Spells are fixed archetype abilities with limited daily uses, so groups seeking open-ended magic will not find it here.