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Rifts vs Twilight: 2000

Compare Rifts and Twilight: 2000 side by side. See differences in complexity, dice, genre, cost, and more.

RiftsTwilight: 2000
GenrePost-Apocalyptic, Scifi, Fantasy, Horror, SuperheroPost-Apocalyptic, Modern
TagsCharacter Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, TacticalGritty, Survival, Combat-Heavy, Hexcrawl, Base-Building, Deadly, Inventory Management, Random Character Creation
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 one attribute die and one skill die, each rated as a step die (d6, d8, d10, or d12). A result of 6+ on either die is a success; 10+ counts as two successes. Rolls can be pushed for extra dice at the cost of damage or stress. Ammo dice track ammunition expenditure during firefights, degrading with use.
Diced20, d100d6–d12
ComplexityVery HighHigh
AccessibilityMediumMedium
RunnabilityVery HighHigh
LicenseAll Rights ReservedYear Zero Engine FTL
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.Free League Publishing
Year20052021
LanguagesEnglishEnglish, Swedish, German, Polish, Italian
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 who want a gritty military survival sandbox where managing ammunition, fuel, food, and shelter matters as much as combat, set against a Cold War-gone-hot alternate history.
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.Hex-based travel and exploration system with structured daily tasks (march, forage, scrounge, rest), detailed but playable firearms and vehicle rules with real-world military equipment, ammo dice mechanic abstracts ammunition management without individual round tracking, base-building rules for establishing and upgrading a home settlement
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.Combat lethality can frustrate players attached to their characters, large core set with multiple booklets and maps to manage, narrow post-apocalyptic military premise limits campaign variety, step dice mechanic produces a flat probability curve with high variance on individual rolls