TTRPG Wiki

Compare tabletop RPG systems to find your next game

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
Play StyleNarrative, Beginner-Friendly, Fast-Paced, Character-Driven, Open SourceTactical, Heroic, Dungeon Crawl, Character Building, High-Fantasy, Beginner-Friendly, Classic Fantasy, Lore-Heavy, 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.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.
Dice2d6d20
ComplexityLowMedium
AccessibilityVery HighVery High
RunnabilityVery HighHigh
LicenseCC BY-SA 4.0CC BY 4.0 (SRD); core books proprietary
CostFree / $$$$
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 combining tactical grid combat with deep character-build options, scaling from one-shots up through long multi-tier campaigns.
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 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.
ConsiderationsClosely derived from Dungeon World which may feel familiar, fantasy-only, limited supplemental content, GM never rolls diceHigh-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.