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2300 AD vs Cepheus Engine

Compare 2300 AD and Cepheus Engine side by side. See differences in complexity, dice, genre, and more.

2300 ADCepheus Engine
GenreScifiScifi
TagsCareer-Based, Skill-Based, Simulation, Combat-Heavy, Tactical, Crunchy, Ship-Based, Exploration, Random Tables, Strong GM SupportSandbox, Toolkit, Ship-Based, Career-Based, Skill-Based, Random Character Creation, Random Tables, Exploration, Simulation, Tactical
Core MechanicFor a task, roll d10 and add modifiers from applicable skills and characteristics; meet a difficulty target from 2 for Simple to 18 for Impossible to succeed. A natural 1 fumbles, while failed checks use a separate roll to determine whether the character may retry or suffers a mishap. Hasty, hazardous, uncertain, and cooperative tasks modify time, failure risk, information, or group participation without changing the core check.Roll 2d6 and add the relevant skill, characteristic modifier and difficulty modifiers. A total of 8 or more succeeds. The margin above or below 8 is the Effect, which determines the outcome where the rules call for it.
Diced102d6
ComplexityHighHigh
AvailabilityPaidFree core rules
Runnability4 of 5 book tools4 of 5 book tools
LicenseAll Rights ReservedOpen Game License 1.0a
Third-Party PublishingNoncommercial only — Mongoose Publishing Fair Use PolicyCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
PublisherGDWSamardan Press
Year19882016
LanguagesEnglishEnglish, Italian, French
Best ForGroups who want career-shaped crews exploring a politically divided interstellar frontier where starship operations and hard-science constraints drive missions.Groups who want interstellar sandbox campaigns built around trading or exploring aboard a shared ship.
HighlightsCareer terms turn pre-play service into skills and organizational ties, giving each crew member a practical history that feeds later missions. Space combat uses hex movement and signature-based detection, making maneuver and sensor discipline as important as weapon range. Linked world-generation and mapping procedures build planets down to regional terrain, giving exploration campaigns playable locations instead of setting prompts.Career terms generate experienced characters whose skills and starting assets reflect their prior lives. Planetary trade codes modify cargo prices, giving merchants a reason to compare routes and markets. World and encounter tables provide the referee with material for an interstellar sandbox.
ConsiderationsCharacter creation can end when a turning-point roll fails, leaving a concept in its current career before the player intended. Combat routes each hit through location and damage-type tables, adding several lookups to a fight. The future history assumes a World War III and French hegemony, so campaigns are tied to a specific 1980s vision of the 24th century.Failed career survival rolls kill characters by default, with an optional mishap alternative requiring referee approval. Damage reduces physical characteristics, weakening injured characters until they recover. Operating a ship requires tracking recurring expenses alongside its income.