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Chasing Adventure vs Dungeons & Dragons

Compare Chasing Adventure and Dungeons & Dragons side by side. See differences in complexity, dice, genre, cost, and more.

Chasing AdventureDungeons & Dragons
GenreFantasyFantasy
TagsNarrative, Beginner-Friendly, Fast-Paced, Character-Driven, CC-Licensed RulesTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Vancian Casting, Ascending AC
Core MechanicRoll 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.Make a D20 Test by rolling d20, adding relevant modifiers, and comparing the total to a target number. Ability checks, saving throws, and attack rolls use this procedure. Advantage and disadvantage use two d20s and keep the higher or lower result.
Dice2d6d20
ComplexityLowMedium
AccessibilityVery HighVery High
RunnabilityVery HighVery High
LicenseCC BY-SA 4.0CC BY 4.0 (SRD); core books proprietary
CostFreeFree
PublisherSpencer MooreWizards of the Coast
Year20242024
Best ForGroups 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 with configurable tactical combat, broad character options, and campaigns that span multiple levels.
HighlightsChase 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 gameAdvantage and disadvantage resolve common situational effects by selecting the higher or lower of two d20 rolls. Backgrounds, classes, subclasses, and feats distribute character choices across creation and advancement. Weapon Mastery gives qualifying weapon users distinct tactical effects without replacing the action economy.
ConsiderationsThe design is a close modification of Dungeon World, so groups who already play that will find little mechanically new. The core book covers fantasy only, with no support for other genres. The GM never rolls dice, so every mechanical outcome rests on a player roll.Spell preparation, spell slots, class features, and conditions create several interacting resources for players to track. High-level characters combine many spells and features, increasing adjudication work for the DM. Bastions add a separate downtime procedure for campaigns that use the stronghold rules.