TTRPG Wiki

Compare tabletop RPG systems to find your next game

2300 AD vs Lancer

Compare 2300 AD and Lancer side by side. See differences in complexity, dice, genre, cost, and more.

2300 ADLancer
GenreScifiScifi
TagsCareer-Based, Skill-Based, Simulation, Combat-Heavy, Tactical, Crunchy, Ship-Based, Exploration, Random Tables, Strong GM SupportTactical, Mecha, Character Building, Heroic, Crunchy
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.Narrative scenes use d20 roll-over (10+ succeeds), with backgrounds granting advantage and triggers adding flat bonuses. Mech combat is grid-based and tactical: no initiative, players and NPCs alternate turns. Pilots progress through License Levels (LL0–LL12), unlocking new chassis, weapons, and systems across five manufacturers with 30+ mech frames.
Diced10d20 + d6
ComplexityHighHigh
AccessibilityMediumHigh
RunnabilityHighVery High
LicenseAll Rights ReservedLancer Third Party License
Third-Party PublishingNoncommercial only — Mongoose Publishing Fair Use PolicyNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherGDWMassif Press
Year19882019
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 deep tactical mech combat with meaningful customization layered on top of accessible narrative play: giant robot enthusiasts seeking a modern alternative to BattleTech.
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.Free core PDF, extensive mech customization with 30+ frames, clean split between rules-light narrative and crunchy tactical combat, alternating activations remove initiative so both sides stay engaged
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.Mech combat dominates: narrative half feels thin by comparison, steep learning curve from sheer volume of mech options, genre-locked to sci-fi mech fiction, requires grid/VTT for combat