Rifts vs Smallville Roleplaying Game
Compare Rifts and Smallville Roleplaying Game side by side. See differences in complexity, dice, genre, cost, and more.
| Rifts | Smallville Roleplaying Game | |
|---|---|---|
| Genre | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero | Superhero, Modern |
| Tags | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical | Licensed IP, Superpowers, Character-Driven, Drama, Narrative, Collaborative, Worldbuilding, Roleplay-Heavy, Fear & Stress Mechanics, Strong GM Support |
| Core Mechanic | 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. | Roll a d4–d12 pool built from one Value and one Relationship, with an Asset die if applicable. Add the two highest dice. Dice showing 1 are Complications and never count. Plot Points can add dice to the pool before the roll or include more rolled dice in the total afterward. Tests normally pit your roll against the GM's Trouble pool. Ties go to the GM. Contests exchange action and reaction rolls until someone Gives In or fails to beat the previous total and takes Stress. Giving In concedes the opponent's demand but avoids Stress. |
| Dice | d20, d100 | d4–d12 dice pool |
| Complexity | Very High | Medium |
| Accessibility | Medium | Very Low |
| Runnability | Very High | Medium |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Noncommercial only — Palladium Books Internet Policy limited license | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | Unavailable |
| Publisher | Palladium Books Inc. | Margaret Weis Productions, Ltd. |
| Year | 2005 | 2010 |
| Languages | English | English |
| Best For | 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. | Groups who want superhero stories driven by relationship drama, where the player characters' convictions and loyalties clash with each other as often as they face villains. |
| Highlights | 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. | Challenging a Drive triples its die for one roll but steps it back for the episode, turning a crisis of conviction into Growth. Group character creation builds a shared map of people and places that supplies material for later episodes. When an opponent fails to beat your action result, they take Stress rather than concede your demand, making Giving In a separate choice. |
| Considerations | 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. | Creating an original cast through Pathways takes a few hours of group work before the first episode. Episode preparation centers on conflicts between player characters rather than a unified party's shared objective. Winning a Contest cannot kill a character by itself, because killing in a Contest requires that character's player to Give In and accept death. |