Exalted vs Mage: The Ascension
Compare Exalted and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.
| Exalted | Mage: The Ascension | |
|---|---|---|
| Genre | Fantasy | Fantasy, Modern, Horror |
| Tags | High-Power, Crunchy, Tactical, High-Fantasy, Martial Arts, Lore-Heavy, Character Building, Corruption | Freeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics |
| Core Mechanic | Roll a pool of d10s equal to an Attribute + Ability; each die showing 7–9 counts as one success and each 10 as two, measured against a target number of successes. Vivid descriptions of an action (stunts) add 1–3 bonus dice and can restore spent Essence, rewarding evocative narration on every roll. | 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. |
| Dice | d10 dice pool | d10 dice pool |
| Complexity | Very High | Very High |
| Accessibility | Medium | High |
| Runnability | High | Very High |
| License | Proprietary | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $$ |
| Publisher | Onyx Path Publishing | Onyx Path Publishing |
| Year | 2016 | 2015 |
| Best For | Groups committed to a long campaign about demigod protagonists: mastering deep, individualized Charm builds, fighting Initiative-driven tactical battles, and navigating the political collapse of a mythic empire. | Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world. |
| Highlights | Combat is a tug-of-war over momentum: withering attacks steal Initiative from enemies into the attacker's pool, and a decisive attack then spends that pool to deal actual harm, so the maneuvering before the killing blow matters as much as the blow itself. Each of the 25 Abilities has its own tree of Essence-fueled Charms gated by prerequisite chains, so heavy investment in one Ability yields a combat or social style a differently-built character cannot reproduce. Intimacies set hard limits on persuasion (social actions roll against a target's Resolve, attempts aligned with a Defining Intimacy are easier and those that violate one are impossible), so social conflict turns on stated stakes rather than GM fiat. | Nine 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. |
| Considerations | The core rulebook supports only Solar Exalted as player characters: the other Exalt types (Dragon-Blooded, Lunar, Sidereal) appear here as antagonists rather than fully playable PCs. Solars so outmatch ordinary opposition that lone mortal or even Dragon-Blooded foes rarely threaten them, pushing the GM toward Charm-wielding antagonists or massed battle groups to mount a real challenge. Artifact crafting uses three separate experience currencies across four project tiers with long in-fiction time requirements, so a crafting-focused character's payoff arrives only over a sustained campaign. | Improvised 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. |