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Rifts vs Traveller

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

RiftsTraveller
GenrePost-Apocalyptic, Scifi, Fantasy, Horror, SuperheroScifi
TagsCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, TacticalSandbox, Simulation, Exploration, Deadly, Character Building, Faction Play
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.Roll 2d6 + skill + modifier ≥ 8 to succeed. Character generation is a mini-game.
Diced20, d1002d6
ComplexityVery HighMedium
AccessibilityMediumHigh
RunnabilityVery HighVery High
LicenseAll Rights ReservedTraveller Fair Use Policy
Third-Party PublishingNoncommercial only — Palladium Books Internet Policy limited licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherPalladium Books Inc.Mongoose Publishing
Year20052022
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.Hard sci-fi sandbox campaigns with trading, exploration, and realistic space travel.
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.Comprehensive sci-fi toolkit, lifepath character creation, detailed trade/travel systems
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.Lifepath character creation rolls for aging and career mishaps, so a Traveller can leave chargen weakened or pushed onto an unwanted path. Subsystem rules are spread across multiple supplements, so the core book leaves several procedures without full depth. Characteristics are recorded as a hexadecimal Universal Personality Profile string, an unusual notation newcomers must learn before they can read a stat block.