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Rifts vs TALES From the Loom

Compare Rifts and TALES From the Loom side by side. See differences in complexity, dice, genre, cost, and more.

RiftsTALES From the Loom
GenrePost-Apocalyptic, Scifi, Fantasy, Horror, SuperheroFantasy
TagsCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, TacticalCharacter Building, Collaborative, Crunchy, Deadly, Exploration, Freeform Magic, Journaling, Narrative, Tactical, Worldbuilding
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.Players roll a pool of d6s and count dice that meet or exceed a success threshold, usually 4+. They compare the successes with a GM-set difficulty rating. Three or more matching results create a WARP on a hit or a WEFT on a miss. The player then describes an extra benefit or a costly success, subject to GM approval.
Diced20, d100d6 dice pool
ComplexityVery HighHigh
AccessibilityMediumVery High
RunnabilityVery HighMedium
LicenseAll Rights ReservedProprietary
Third-Party PublishingNoncommercial only — Palladium Books Internet Policy limited licenseNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$$Free
PublisherPalladium Books Inc.Jarren Magnell
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 that want deep character customization, collaborative worldbuilding, and a GM comfortable adjudicating player-created magic.
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 Weaving system prices player-created spells by tier and effect, giving each caster a distinct magical toolkit. WARPS and WEFTS turn matching dice into player-described benefits or complications, distributing narrative authority when matching results trigger. Reflections reward between-session character journaling with a bonus die on a later non-combat skill roll.
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.Freeform spell creation requires players and the GM to negotiate effects, costs, and scope. Combat uses abstract range and speed bands, so it does not provide grid-based positioning. Characters die at 0 Wounds by default, although an optional rule permits survival with a permanent reduction.