Grimwild vs Mage: The Ascension
Compare Grimwild and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.
| Grimwild | Mage: The Ascension | |
|---|---|---|
| Genre | Fantasy | Fantasy, Modern, Horror |
| Tags | Narrative, Fiction-First, Cinematic, Character-Driven, Heroic, Low-Prep, Random Tables, Player-Only Rolls, CC-Licensed Rules | Freeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban Fantasy |
| Core Mechanic | Roll a pool of d6 stat dice and take the highest: 6 is a perfect, 4–5 is messy (you succeed with trouble), 1–3 is grim. Two or more 6s is a critical. For harder tasks the GM adds d8 thorns, which can cut a high die down a tier. Players spend spark to boost rolls; the GM spends suspense to complicate them. The GM never rolls. | 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. |
| Dice | d6 dice pool, d8 | d10 dice pool |
| Complexity | Low | Very High |
| Accessibility | Very High | High |
| Runnability | High | Very High |
| License | CC BY 4.0 | 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 | Free | $$ |
| Publisher | Oddity Press | Onyx Path Publishing |
| Year | 2025 | 2015 |
| Languages | English | English, French, German, Italian, Russian, Spanish |
| Best For | Groups who want fast, cinematic heroic fantasy that leans on dramatic story beats and character arcs rather than tactical grid combat. | Groups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality. |
| Highlights | Action rolls take the highest of a d6 stat pool for a perfect, messy, or grim result, so every roll lands on a three-tier outcome rather than pass/fail. The GM raises difficulty by adding d8 thorns that can cut an otherwise good result, scaling danger without changing the dice you roll. Pools of d6 track resources, threats, and clocks by dropping dice as they deplete, unifying hit points, supplies, and looming dangers into one countdown. | 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. |
| Considerations | The GM never rolls dice, so all pacing and threat escalation rest on GM judgment and spent suspense. Outcomes are deliberately cinematic rather than simulationist, abstracting away tactical positioning and precise resource accounting. Advancement is tied to resolving story and character arcs, so groups that skip arc play get little mechanical progression. | 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. |