Chasing Adventure vs Rifts
Compare Chasing Adventure and Rifts side by side. See differences in complexity, dice, genre, cost, and more.
| Chasing Adventure | Rifts | |
|---|---|---|
| Genre | Fantasy | Post-Apocalyptic, Scifi, Fantasy, Horror, Superhero |
| Tags | Narrative, Beginner-Friendly, Fast-Paced, Character-Driven, CC-Licensed Rules | Character Building, Combat-Heavy, Crunchy, Fear & Stress Mechanics, Gonzo, High-Power, Mana Points, Mecha, Superpowers, Tactical |
| 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. | Combat and saving throws use a d20 plus bonuses, with high results overcoming a target number or opposing roll. Skills use d100 and succeed when the result is at or below the character's percentage. |
| Dice | 2d6 | d20, d100 |
| Complexity | Low | Very High |
| Accessibility | Very High | Medium |
| Runnability | Very High | Very High |
| License | CC BY-SA 4.0 | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Noncommercial only — Palladium Books Internet Policy limited license |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | Free | $$ |
| Publisher | Spencer Moore | Palladium Books Inc. |
| Year | 2024 | 2005 |
| Languages | English | English |
| 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 long-form science-fantasy campaigns that move from a ruined Earth to other dimensions. The game suits tables whose GM will decide which parts of the broad setting a campaign uses. |
| 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 | Occupational and racial class packages assign distinct abilities and advancement tracks, giving each archetype a different role in the party. Mega-Damage places many supernatural creatures and war machines on a separate durability scale beyond the reach of ordinary Structural Damage Capacity attacks. Rifts and ley lines make dimensional travel a standing feature of the setting, letting campaigns move between devastated Earth and other worlds. |
| 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. | Character creation combines rolled attributes with extensive skill selection, making first-time preparation lengthy. Combat asks each player to track an action economy, active defenses, and which damage scale applies. Magic and psionics use separate point pools and power procedures, adding class-specific rules to the shared system. |