aramis erak
Legend
Rifts and Palladium Fantasy play fairly well, for a 1981 game design. d100 ≤ skill for non-combat, 1d20+(skill based mod) > 4 for combat. Note that I'm only going to talk about 1e Revised, as it's the one I have run. Have it both in PDF and dead tree.Meaning no disrespect, but all I've heard of this game (read the rules back in the 90's is all I know, really) is that it is convoluted and perhaps even more un-unified in dice mechanics than AD&D - and RIFTS should be even "worse". So I'm genuinely curious as to the truth to this and how it plays.
Anyway...
Palladium Fantasy's core is skill driven. Lacking pSDC, SDC is purely armor SDC. On attack rolls of R≥5 & R < AR, damage goes to SDC; on rolls of R≥AR, damage to HP. Parries/Dodges can negate hits; roll better than the attack.
Total HP is (Level)d6+(Physical Endurance). Damages compare to AD&D.
The one thing that many will find problematic is the lack of interpersonal skills; that's a direct design consideration by Siembieda, and thus an intentional oversight. They don't exist because he thinks only player/GM Roleplay should fill that role. It's a valid design decision, just not a popular one these days.
Is it in the D&D Dungeon Fantasy Genre? It can be. It also supports most of the same genres as AD&D did.
Does it balance the same? Hell no.
Note: 2nd edition adds "personal SDC" - that is, SDC that isn't armor linked, but padds out between armor and HP. It also adds notes on using the critters with RIFTs.
Rifts plays just as smoothly, but has pSDC, MegaDamage, personal MegaDamage, and a few other mechanical issues due to bolted-on mechanics.
All palladium games use the same core combat and skill mechanics. Most add pSDC, many add MegaDamage.