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Elite: Dangerous Role Playing Game vs Traveller

Compare Elite: Dangerous Role Playing Game and Traveller side by side. See differences in complexity, dice, genre, cost, and more.

Elite: Dangerous Role Playing GameTraveller
GenreScifiScifi
Play StyleSpace Opera, Licensed IP, Ship-Based, Sandbox, Skill-Based, Classless, Tactical, Cinematic, Random Tables, GM-Friendly, ExplorationSandbox, Simulation, Exploration, Deadly, Character Building, Faction Play
Core MechanicRoll a d10 and add your Skill bonus (one-tenth of your skill score, rounded down) — equal or exceed the GM's difficulty number to succeed. A natural 1 always fails and a natural 10 always succeeds, within reason. The same roll plus a weapon's Accuracy bonus drives combat at all three scales (personal, vehicle, and spaceship) against a target's Defence score.Roll 2d6 + skill + modifier ≥ 8 to succeed. Character generation is a mini-game.
Diced102d6
ComplexityMediumMedium
AccessibilityMediumLow
RunnabilityLowHigh
LicenseProprietary (Frontier Developments licensed IP)Traveller Fair Use Policy
Cost$$$$
PublisherSpidermind Games / Modiphius EntertainmentMongoose Publishing
Year20172022
Best ForGroups who want to play freelance starship commanders trading, exploring, and dogfighting their way across the 34th-century Milky Way. Particularly suited to fans of the Elite: Dangerous video game who want to expand the experience with crewed ground missions and off-ship intrigue.Hard sci-fi sandbox campaigns with trading, exploration, and realistic space travel.
HighlightsThree integrated combat scales (personal, vehicle, and spaceship) share the same d10 resolution but each has scale-specific actions and damage rules. Spaceship combat uses a two-zone abstract flight system with zone-restricted actions — joust, dogfight, broadsides, ram, and others — so manoeuvre matters without a grid. Sixteen ships from the video game (Sidewinder through Anaconda) are statted with full component, weapon mount, and modification rules. The Random Generation System provides d10 tables for generating star systems, missions, encounters, and military objectives between or during sessions.Comprehensive sci-fi toolkit, lifepath character creation, detailed trade/travel systems
ConsiderationsSpaceship combat has more moving parts than personal-scale checks: shield recharge, equipment actions, floating bonuses, component criticals, and ammo all need tracking each round. The conversational prose style is approachable to read but slow to navigate when looking up a specific rule mid-session. Single-pilot ships are the default; running larger crewed vessels with multiple PCs at the same console takes GM adjustment. The setting is locked to the video game's 34th-century three-superpower politics, which constrains departures from established lore.Lifepath character creation can produce unplayable results, subsystem rules are spread across multiple supplements, steep buy-in if using official sourcebooks