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Dungeon Crawl Classics vs Mage: The Ascension

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

Dungeon Crawl ClassicsMage: The Ascension
GenreFantasyFantasy, Modern, Horror
TagsDeadly, Exploration, Gonzo, Dungeon Crawl, One-Shot Friendly, Theater of the Mind, Fast-Paced, Ascending AC, Roll to Cast, Random TablesFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics
Core MechanicRoll d20 + modifiers. Unique dice chain shifts die size up/down. Mercurial magic tables.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.
Diced3–d30d10 dice pool
ComplexityMediumVery High
AccessibilityHighHigh
RunnabilityVery HighVery High
License3rd Party LicenseAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherGoodman GamesOnyx Path Publishing
Year20122015
LanguagesEnglish, Spanish, Portuguese, German, French, ItalianEnglish, French, German, Italian, Russian, Spanish
Best ForOld-school dungeon crawls with unpredictable magic, character funnels, and a sense of wonder.Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.
HighlightsCharacter funnels are distinctive, unpredictable magic system, Appendix N aestheticNine 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.
ConsiderationsRequires unusual dice (d3, d5, d7, d14, d16, d24, d30), spell result tables slow play at higher levels, funnel adventures require many disposable charactersImprovised 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.