Rifts vs The Last Book
Compare Rifts and The Last Book side by side. See differences in complexity, dice, genre, cost, and more.
| Rifts | The Last Book | |
|---|---|---|
| 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 | Crunchy, Tactical, Simulation, Character Building, Classless, Deadly, Sword & Sorcery |
| 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. | The Last Book uses two resolution systems. Skill and attribute checks roll d100 under a calculated success chance, and how far under the number sets the success margin. Combat is an opposed contest where each side rolls 2d6 and adds a maneuver rating, and the higher total wins the exchange. The margin of victory, called Strike Severity, is added as bonus damage. |
| Dice | d20, d100 | d100, 2d6 |
| Complexity | Very High | High |
| Accessibility | Medium | Very High |
| Runnability | Very High | Medium |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Noncommercial only — Palladium Books Internet Policy limited license | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | Free |
| Publisher | Palladium Books Inc. | Patrick White |
| Year | 2005 | 2026 |
| 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 enjoy 1980s-style point-buy character building and granular, location-based tactical combat, and want that level of crunch set in a violent sword and sorcery desert world. |
| 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. | The margin by which a 2d6 attack contest beats the defense becomes Strike Severity and is added to damage, so cleanly won exchanges hit harder rather than only landing. Attackers can aim for a specific body location such as the head or vitals, trading an accuracy penalty for effects like multiplied damage or a chance to cripple a limb. Esoteric Alchemy builds potions from five reagent types that each carry their own laws and effects, letting an alchemist mix custom concoctions instead of drawing from a fixed list. |
| 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. | The game runs on two separate resolution engines, a d100 roll-under for skills and a 2d6 opposed contest for combat, so players learn and switch between two different systems. Resolving one attack can involve wound level, strike location, vulnerability and status, encumbrance, and lighting at the same time, which keeps combat deliberate and slow. Character death is largely permanent and crippling injuries can persist well beyond a fight, so losing a heavily built character is a real risk. |