Rifts vs Tales of Xadia
Compare Rifts and Tales of Xadia side by side. See differences in complexity, dice, genre, cost, and more.
| Rifts | Tales of Xadia | |
|---|---|---|
| Genre | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero | Fantasy |
| Tags | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical | Narrative, Character-Driven, Character Building, Classless, Fear & Stress Mechanics, Corruption, Roll to Cast, Lore-Heavy, Strong GM Support, Licensed IP |
| 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. | Build and roll a d4–d12 dice pool from an attribute, a value and a distinction, adding one applicable specialty and assets. Results of 1 are hitches and cannot contribute to the total or effect. Add two eligible results to beat the opposition's total. Choose an unused eligible die whose size determines the effect rather than its rolled number. |
| Dice | d20, d100 | d4–d12 dice pool |
| Complexity | Very High | High |
| Accessibility | Medium | High |
| Runnability | Very High | Very High |
| 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 | $$ | $$ |
| Publisher | Palladium Books Inc. | Dire Wolf Digital |
| Year | 2005 | 2022 |
| 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 fantasy campaigns where changing convictions and relationships matter mechanically alongside magical adventures in The Dragon Prince's setting. |
| 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. | Questioning a value statement triples its die for a roll and feeds growth, making changes of conviction mechanically consequential. Contests can change major non-player characters' values, letting persuasion reshape their future behavior. Extended challenges resolve varied approaches against a shrinking dice pool, supporting obstacles beyond physical combat. |
| 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. | Stress strengthens opposing dice pools, making unresolved setbacks harder to overcome. Guided rune-mage creation links ancestry and upbringing to magical vocation, limiting characters' inherent access to different sources of primal magic. Trait advancement uses growth dice in tests that can fail, rather than guaranteeing an upgrade after every story arc. |