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Rifts vs Stonetop

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

RiftsStonetop
GenrePost-Apocalyptic, Scifi, Fantasy, Horror, SuperheroFantasy
TagsCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, TacticalCC-Licensed Rules, Playbook-Driven, Resource Management, Fiction-First, Strong GM Support, Base-Building, Journey, Character-Driven, Worldbuilding, Exploration
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.Describe what your character does; when it meets a move's trigger, roll 2d6 and add a stat from -1 to +3. A 10+ is a strong hit and a 7-9 is a weak hit: partial success or success with a cost. On a 6-, PCs normally mark XP and the GM makes a hard move unless the move says otherwise. Advantage or disadvantage normally adds a third d6 and drops the lowest or highest; damage rolls instead roll damage twice and keep the best or worst result. The GM does not generally roll during play.
Diced20, d1002d6
ComplexityVery HighHigh
AccessibilityMediumMedium
RunnabilityVery HighVery High
LicenseAll Rights ReservedCC BY-SA 4.0
Third-Party PublishingNoncommercial only — Palladium Books Internet Policy limited licenseCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherPalladium Books Inc.Lampblack & Brimstone
Year20052026
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.Groups who want a long-running hearth-fantasy campaign centered on a village as much as its heroes. Play alternates dangerous expeditions into a darkening iron-age world with homefront scenes of courtship, harvest, and community projects.
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.The steading playbook tracks the village's Fortunes and Surplus, so projects and disasters change what Stonetop can withstand. Seasons Change generates or consumes Surplus and grants seasonal gains, so the village's resources change with each passing season. Expeditions make preparation matter by weighing load and supplies against GM-presented travel challenges.
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.The game is built around defending one village, so rootless or wandering parties leave its homefront engine behind. Combat relies on spotlighting, abstract range tags, and fictional positioning, which may not suit groups that want a detailed tactical combat procedure. Supplies, load, provisions, and village Surplus are tracked in several places, adding steady bookkeeping to expeditions and downtime.