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Cairn 1st Edition vs Twilight: 2000

Compare Cairn 1st Edition and Twilight: 2000 side by side. See differences in complexity, dice, genre, and more.

Cairn 1st EditionTwilight: 2000
GenreFantasyPost-Apocalyptic, Modern
TagsRules-Light, Classless, Deadly, Attacks Always Hit, Random Character Creation, Inventory Management, Dark Fantasy, Fiction-First, Gritty, CC-Licensed RulesGritty, Survival, Combat-Heavy, Hexcrawl, Base-Building, Deadly, Inventory Management, Random Character Creation
Core MechanicRoll a d20 equal to or under STR, DEX, or WIL to pass a save; 1 always succeeds and 20 always fails. Attacks deal rolled damage directly, reduced by Armor and then Hit Protection (HP). Damage beyond HP reduces STR and requires a STR save to avoid critical damage.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.
Diced20d6–d12
ComplexityVery LowHigh
AvailabilityFree core rulesPaid
Runnability4 of 5 book toolsBook tools not listed
LicenseCC BY-SA 4.0Year Zero Engine FTL
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherCairn PressFree League Publishing
Year20202021
LanguagesEnglish, Catalan, Chinese, Danish, Finnish, French, German, Icelandic, Italian, Japanese, Lithuanian, Polish, Portuguese, Russian, Scottish Gaelic, Spanish, Toki Pona, Turkish, Ukrainian, BelarusianEnglish, Swedish, German, Polish, Italian
Best ForGroups who want dangerous woodland expeditions where equipment defines characters and creative problem-solving matters more than character builds.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.
HighlightsEquipment and spellcasting Fatigue share ten inventory slots, making magical power compete with carrying useful gear. Scars from attacks that reduce HP to exactly zero can increase attributes or maximum HP, tying mechanical growth to surviving danger. Characters can gain new abilities through training and experiences in the fiction rather than following classes or levels.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
ConsiderationsAttacks require no to-hit roll, making avoiding or controlling a fight more important than relying on a missed attack. Spellbooks cannot be copied or manufactured, leaving new spell acquisition dependent on discoveries in the world. The core leaves exploration timing to the Warden rather than providing a dungeon-turn or wilderness-travel procedure.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