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Dragonbane vs Mage: The Ascension

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

DragonbaneMage: The Ascension
GenreFantasyFantasy, Modern, Horror
TagsBeginner-Friendly, Tactical, Classic Fantasy, Solo-Friendly, Fast-Paced, Mana PointsFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics
Core MechanicRoll d20 equal to or under your skill value to succeed. Boons roll 2d20 and keep the lowest; banes keep the highest. Six attributes (STR, CON, AGL, INT, WIL, CHA). Willpower Points fuel heroic abilities, class features, and spells across four magic schools. Combat uses initiative cards drawn each round for unpredictable turn order. Based on Drakar och Demoner (1982).Build a d10 pool from an Attribute plus an Ability and count each die that meets or exceeds the difficulty, usually 6. Each rolled 1 cancels a success, and a roll with no successes and at least one 1 botches. Magick uses Arete instead: the highest Sphere plus coincidence or vulgarity and witnesses establishes the base difficulty, with situational modifiers applied afterward. Successes determine the Effect, and vulgar casting risks Paradox.
Diced20, d4–d12d10 dice pool
ComplexityLowVery High
AccessibilityHighHigh
RunnabilityHighVery High
LicenseFree League Third-Party LicenseAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherFree League PublishingOnyx Path Publishing
Year20232015
LanguagesSwedish, English, German, Polish, French, SpanishEnglish, French, German, Italian, Russian, Spanish
Best ForGroups who want approachable, fast-paced fantasy with a mix of adventure and humor: great for new players and veterans of classic European RPGs alike.Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.
HighlightsApproachable roll-under system, initiative cards keep combat dynamic, Willpower Points unify magic and abilities cleanly, solo play rules included, boxed set includes maps and cardsNine Spheres combine to build open-ended Effects, allowing the same capability to emerge through different paradigms, practices, and instruments. Coincidental and vulgar classifications make subtlety a tactical choice because conspicuous magick raises difficulty and accumulates Paradox. Focus ties belief to procedure, so a mage's worldview determines the tools and rituals used to alter reality.
Considerationsd20 roll-under can feel swingy at low skill values, fewer character options than comparable fantasy RPGs, initiative card system adds components to trackImprovised Effects place frequent adjudication on the Storyteller, who must apply Sphere permissions, focus, required successes, and consequences consistently. Vulgar magick generates Paradox even on success, so overt power can punish a mage through injury or metaphysical breakdown. Faction choices can make a cabal internally hostile, so character concepts need shared motives before play.