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Chasing Adventure vs Pathfinder

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

Chasing AdventurePathfinder
GenreFantasyFantasy
Play StyleNarrative, Beginner-Friendly, Fast-Paced, Character-Driven, Open SourceTactical, Crunchy, Combat-Heavy, Character Building, Dungeon Crawl, High-Fantasy, Grid-Based, Heroic, Ascending AC, Exploration, Classic Fantasy, Lore-Heavy
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 DC. Four degrees of success: critical success (beat DC by 10+), success, failure, and critical failure (miss by 10+). Each turn grants three actions to spend freely on strikes, movement, spellcasting, or other activities. Multi-attack penalty (-5/-10) discourages repeated strikes and encourages tactical variety.
Dice2d6d20
ComplexityLowHigh
AccessibilityVery HighVery High
CommunityLowVery High
LicenseCC BY-SA 4.0ORC
CostFree / $Free (ORC)
PublisherSpencer MoorePaizo
Year20242023
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 deep character customization, tactical grid combat with meaningful turn-by-turn decisions, and a richly detailed fantasy setting with free rules.
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 gameComplete rules available free on Archives of Nethys. Three-action economy gives every turn meaningful tactical decisions. Character customization through ancestry feats, class feats, skill feats, and general feats at every level. Four degrees of success on every roll add granularity to outcomes.
ConsiderationsClosely derived from Dungeon World which may feel familiar, fantasy-only, limited supplemental content, GM never rolls diceNew players must learn the trait system, conditions, and four degrees of success before combat runs smoothly. Multi-attack penalty and numerous combat actions can slow turns for indecisive players. Character creation requires selecting feats from multiple categories at every level, which can overwhelm new players.