Rifts vs The Riddle of Steel
Compare Rifts and The Riddle of Steel side by side. See differences in complexity, dice, genre, cost, and more.
| Rifts | The Riddle of Steel | |
|---|---|---|
| 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 | Tactical, Combat-Heavy, Deadly, Gritty, Simulation, Crunchy, Character-Driven, Freeform Magic, Classless, Lore-Heavy |
| 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. | Roll a pool of d10s against a Target Number. Each die that meets or beats it is a success. Skill Tests roll an attribute's dice against the Skill Rating, where lower is better. Melee draws dice from a Combat Pool (Reflex plus Proficiency) that must cover attack and defense across a round's two exchanges. Spiritual Attributes add dice when a roll serves their stated focus. |
| Dice | d20, d100 | d10 dice pool |
| Complexity | Very High | High |
| Accessibility | Medium | Very Low |
| Runnability | Very High | 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 | $$ | Unavailable |
| Publisher | Palladium Books Inc. | Driftwood Publishing |
| Year | 2005 | 2002 |
| 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 deadly, historically grounded melee decided by how fighters split their dice. It suits campaigns the Seneschal builds around each character's passions, drives, and destinies. |
| 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. | Secret red-or-white die declarations and Combat Pool splits make each exchange a contest of reading the opponent. Points earned by acting on Spiritual Attributes add dice in play and also pay for advancement, rewarding characters who pursue their convictions. Sorcerers build spells on the fly from nine Vagaries, and each casting risks months of aging. |
| 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. | There are no hit points, and one solid hit can kill a character outright. Sorcery is deliberately unbalanced against fighters, leaving the Seneschal to rein in sorcerer characters. Mass combat gets only an abstract contested Strategy roll, with no dedicated procedures for naval battles or sieges. |