Chasing Adventure vs Dungeons & Dragons
Compare Chasing Adventure and Dungeons & Dragons side by side. See differences in complexity, dice, genre, cost, and more.
| Chasing Adventure | Dungeons & Dragons | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Narrative, Beginner-Friendly, Fast-Paced, Character-Driven, Open Source | Tactical, Heroic, Dungeon Crawl, Character Building, High-Fantasy, Beginner-Friendly, Classic Fantasy, Lore-Heavy, Ascending AC |
| Core Mechanic | Roll 2d6 + stat (STR, DEX, INT, WIS, CHA, -1 to +3). 10+ is a full success, 7–9 is a partial success with cost, 6- the GM makes a move. Advantage adds a d6 (keep best two); Disadvantage adds a d6 (keep worst two). Conditions replace HP: mark a stat with a condition for Disadvantage but gain XP. Push Yourself for Advantage at the cost of a condition. Chase Moves handle pursuit scenes. Favor tracks NPC relationships. | Roll d20 + modifier against a target DC (for ability checks and saving throws) or AC (for attacks). Meeting or exceeding the target succeeds. Advantage rolls 2d20 and takes the higher; disadvantage takes the lower, replacing most situational modifiers. |
| Dice | 2d6 | d20 |
| Complexity | Low | Medium |
| Accessibility | Very High | Very High |
| Runnability | Very High | High |
| License | CC BY-SA 4.0 | CC BY 4.0 (SRD); core books proprietary |
| Cost | Free / $ | $$$ |
| Publisher | Spencer Moore | Wizards of the Coast |
| Year | 2024 | 2024 |
| Best For | Groups who want cinematic fantasy adventure with fast, narrative-driven moves: chase sequences, Favor relationships, and Conditions that make every roll matter. | Groups who want heroic fantasy combining tactical grid combat with deep character-build options, scaling from one-shots up through long multi-tier campaigns. |
| Highlights | Chase moves are distinctive, Conditions-as-damage creates meaningful consequences, Favor system drives NPC relationships, 10 playbooks with strong starting moves, free version is the complete game | Advantage and disadvantage collapse most situational modifiers into one mechanic: roll a second d20 and keep the higher or lower, so play rarely stops to total small bonuses. Each of the 12 classes offers four subclasses in the 2024 Player's Handbook, letting players reshape a class's role without multiclassing. Bounded accuracy keeps proficiency bonuses small, so low-level threats stay relevant in numbers and DCs read consistently across all tiers. |
| Considerations | Closely derived from Dungeon World which may feel familiar, fantasy-only, limited supplemental content, GM never rolls dice | High-level play (tier 3–4) introduces significant spell interaction complexity and encounter balancing challenges for GMs. No official rules for non-fantasy genres. Three core books at $50 each represent a significant investment for the full rules. |