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Conan: The Hyborian Age vs Mage: The Ascension

Compare Conan: The Hyborian Age and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.

Conan: The Hyborian AgeMage: The Ascension
GenreFantasyFantasy, Modern, Horror
TagsClassless, Combat-Heavy, Cinematic, Licensed IP, Low-Prep, Resource Management, Skill-Based, Strong GM Support, Sword & Sorcery, TacticalFreeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban Fantasy
Core MechanicRoll the relevant Stat die (d6 initially for heroes) and add its Stat value and modifiers. A total that meets or exceeds the difficulty succeeds. A Stat die result of 1 fails unless Stamina or a Flex result rescues it. Player characters also roll a separate Flex die on most rolls. Its maximum result grants a choice of boons such as rescuing a failed roll.Roll an Attribute-plus-Ability pool of d10s and count dice meeting the difficulty, usually 6. Each rolled 1 cancels a success. A roll botches only when no die meets the difficulty and at least one die shows 1. Magick instead rolls Arete, the mage's enlightenment rating, against a difficulty based on the highest Sphere used and whether the effect violates ordinary reality. Successes determine the effect's extent.
Diced4–d12d10 dice pool
ComplexityMediumVery High
AccessibilityHighHigh
RunnabilityVery HighVery High
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNo verified route foundCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherMonolith Board Games SARLOnyx Path Publishing
Year20252015
LanguagesEnglish, FrenchEnglish, French, German, Italian, Russian, Spanish
Best ForGroups who want heroic Conan adventures built around tactical battles and treasure hunting in ancient ruins.Groups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality.
HighlightsA maximum Flex result gives players a choice of immediate benefits. Stamina lets heroes boost a roll after seeing its result. Minions die after a decisive blow or two damaging hits, reducing enemy bookkeeping.Nine Spheres combine into improvised magical effects beyond a fixed spell list. A mage's beliefs determine the practices and instruments that make those effects possible. Concealing magick within plausible events reduces the risk of reality's backlash.
ConsiderationsSorcery disciplines are restricted by character Origin. Casting spells can consume the same Life Points that keep a character alive. Wealth is abstract rather than governed by equipment prices.Improvised magick requires the group to agree on what an effect can accomplish before rolling. Accumulated Paradox can injure a mage or trap them in a distorted reality. Cabals need shared motives to keep incompatible faction loyalties from pulling the campaign apart.