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 |
| Tags | Narrative, Beginner-Friendly, Fast-Paced, Character-Driven, CC-Licensed Rules | Tactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Vancian Casting, 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. | 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. |
| Dice | 2d6 | d20 |
| Complexity | Low | Medium |
| Accessibility | Very High | Very High |
| Runnability | Very High | Very High |
| License | CC BY-SA 4.0 | CC BY 4.0 (SRD); core books proprietary |
| Cost | Free | 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 with configurable tactical combat, broad character options, and campaigns that span multiple levels. |
| 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 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. |
| Considerations | The 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. |