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Rifts vs Stars Without Number

Compare Rifts and Stars Without Number side by side. See differences in complexity, dice, genre, cost, and more.

RiftsStars Without Number
GenrePost-Apocalyptic, Scifi, Fantasy, Horror, SuperheroScifi
TagsCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, TacticalSandbox, Exploration, Low-Prep, Faction Play, Tactical, Ascending AC, Vancian Casting
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.2d6 + skill + attribute ≥ target for skills; d20 + modifiers for combat. OSR-inspired.
Diced20, d1002d6 / d20
ComplexityVery HighMedium
AccessibilityMediumVery High
RunnabilityVery HighVery High
LicenseAll Rights ReservedProprietary
Third-Party PublishingNoncommercial only — Palladium Books Internet Policy limited licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$Free
PublisherPalladium Books Inc.Sine Nomine Publishing
Year20052017
LanguagesEnglishEnglish
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.Sandbox sci-fi campaigns with comprehensive GM tools for faction turns, sector generation, and adventure creation.
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.Free version is generous, comprehensive sandbox tools, faction system
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.OSR combat can feel flat compared to modern tactical systems, B/X heritage means limited mechanical support for social or narrative play